don't use GL_LINEAR_MIPMAP_LINEAR for shadow maps

optimize gpu upload (use glBufferSubData instead of glMapBuffer
Avoid checking char array against zero.
This commit is contained in:
erwin coumans
2016-10-14 15:06:09 -07:00
parent 4ebc327151
commit 29f3afe2a4
23 changed files with 616 additions and 83 deletions

View File

@@ -36,11 +36,9 @@ void main(void)
//float bias = 0.005f;
float bias = 0.0001*tan(acos(intensity));
bias = clamp(bias, 0,0.01);
float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z-bias)/ShadowCoord.w));
float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));
intensity = 0.7*intensity + 0.3*intensity*visibility;

View File

@@ -30,9 +30,8 @@ static const char* useShadowMapInstancingFragmentShader= \
" \n"
" //float bias = 0.005f;\n"
" \n"
" float bias = 0.0001*tan(acos(intensity));\n"
" bias = clamp(bias, 0,0.01);\n"
" float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z-bias)/ShadowCoord.w));\n"
" \n"
" float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));\n"
" \n"
" intensity = 0.7*intensity + 0.3*intensity*visibility;\n"
" \n"