REVIEWED: Shaders formating to follow raylib code conventions
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1 changed files with 806 additions and 806 deletions
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@ -49,13 +49,13 @@ void main()
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finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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// Shadow calculations
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vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1);
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vec4 fragPosLightSpace = lightVP*vec4(fragPosition, 1);
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fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
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fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range
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vec2 sampleCoords = fragPosLightSpace.xy;
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float curDepth = fragPosLightSpace.z;
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// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
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// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene
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// The solution is adding a small bias to the depth
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// In this case, the bias is proportional to the slope of the surface, relative to the light
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float bias = max(0.0002*(1.0 - dot(normal, l)), 0.00002) + 0.00001;
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@ -64,8 +64,8 @@ void main()
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// PCF (percentage-closer filtering) algorithm:
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// Instead of testing if just one point is closer to the current point,
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// we test the surrounding points as well.
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// This blurs shadow edges, hiding aliasing artifacts.
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// we test the surrounding points as well
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// This blurs shadow edges, hiding aliasing artifacts
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vec2 texelSize = vec2(1.0/float(shadowMapResolution));
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for (int x = -1; x <= 1; x++)
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{
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