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c4ae0356
T
three.js
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c4ae0356
编写于
1月 27, 2016
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
shadowmap_*.glsl: added texture2DCompare()
上级
2b3e94a4
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
17 addition
and
13 deletion
+17
-13
src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
+10
-11
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
...enderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
+7
-2
未找到文件。
src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
浏览文件 @
c4ae0356
...
...
@@ -112,15 +112,15 @@ vec3 shadowMask = vec3( 1.0 );
float
dx1
=
+
texelSizeX
;
float
dy1
=
+
texelSizeY
;
shadow
+=
step
(
unpackDepth
(
texture2D
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx0
,
dy0
)
)
),
shadowCoord
.
z
);
shadow
+=
step
(
unpackDepth
(
texture2D
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
0
.
0
,
dy0
)
)
),
shadowCoord
.
z
);
shadow
+=
step
(
unpackDepth
(
texture2D
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx1
,
dy0
)
)
),
shadowCoord
.
z
);
shadow
+=
step
(
unpackDepth
(
texture2D
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx0
,
0
.
0
)
)
),
shadowCoord
.
z
);
shadow
+=
step
(
unpackDepth
(
texture2D
(
shadowMap
[
i
],
shadowCoord
.
xy
)
)
,
shadowCoord
.
z
);
shadow
+=
step
(
unpackDepth
(
texture2D
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx1
,
0
.
0
)
)
),
shadowCoord
.
z
);
shadow
+=
step
(
unpackDepth
(
texture2D
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx0
,
dy1
)
)
),
shadowCoord
.
z
);
shadow
+=
step
(
unpackDepth
(
texture2D
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
0
.
0
,
dy1
)
)
),
shadowCoord
.
z
);
shadow
+=
step
(
unpackDepth
(
texture2D
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx1
,
dy1
)
)
),
shadowCoord
.
z
);
shadow
+=
texture2DCompare
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx0
,
dy0
),
shadowCoord
.
z
);
shadow
+=
texture2DCompare
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
0
.
0
,
dy0
),
shadowCoord
.
z
);
shadow
+=
texture2DCompare
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx1
,
dy0
),
shadowCoord
.
z
);
shadow
+=
texture2DCompare
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx0
,
0
.
0
),
shadowCoord
.
z
);
shadow
+=
texture2DCompare
(
shadowMap
[
i
],
shadowCoord
.
xy
,
shadowCoord
.
z
);
shadow
+=
texture2DCompare
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx1
,
0
.
0
),
shadowCoord
.
z
);
shadow
+=
texture2DCompare
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx0
,
dy1
),
shadowCoord
.
z
);
shadow
+=
texture2DCompare
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
0
.
0
,
dy1
),
shadowCoord
.
z
);
shadow
+=
texture2DCompare
(
shadowMap
[
i
],
shadowCoord
.
xy
+
vec2
(
dx1
,
dy1
),
shadowCoord
.
z
);
shadow
*=
1
.
0
/
9
.
0
;
shadow
*=
shadowDarkness
[
i
];
...
...
@@ -170,8 +170,7 @@ vec3 shadowMask = vec3( 1.0 );
#else // no percentage-closer filtering:
vec4
rgbaDepth
=
texture2D
(
shadowMap
[
i
],
shadowCoord
.
xy
);
shadow
=
step
(
unpackDepth
(
rgbaDepth
),
shadowCoord
.
z
)
*
shadowDarkness
[
i
];
shadow
=
texture2DCompare
(
shadowMap
[
i
],
shadowCoord
.
xy
,
shadowCoord
.
z
)
*
shadowDarkness
[
i
];
#endif
...
...
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
浏览文件 @
c4ae0356
...
...
@@ -11,8 +11,13 @@
float
unpackDepth
(
const
in
vec4
rgba_depth
)
{
const
vec4
bit_shift
=
vec4
(
1
.
0
/
(
256
.
0
*
256
.
0
*
256
.
0
),
1
.
0
/
(
256
.
0
*
256
.
0
),
1
.
0
/
256
.
0
,
1
.
0
);
float
depth
=
dot
(
rgba_depth
,
bit_shift
);
return
depth
;
return
dot
(
rgba_depth
,
bit_shift
);
}
float
texture2DCompare
(
sampler2D
depths
,
vec2
uv
,
float
compare
)
{
return
step
(
unpackDepth
(
texture2D
(
depths
,
uv
)
),
compare
);
}
...
...
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