smuud shadows
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@@ -36,6 +36,9 @@ const float la = 0.1, lb = 0.01, lc = 0.001;
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const float ballRadius = 1.0;
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const float hardRadius = ballRadius;
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const float softRadius = ballRadius * 2.0;
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void main()
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{
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vec3 norm = normalize(normal);
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@@ -45,12 +48,10 @@ void main()
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vec3 result = ambient;
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for (int i = 0; i < 3; i++) {
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vec3 lightVector = lights[i].position - worldPositions;
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vec3 lightDir = normalize(lightVector);
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vec3 fragToLight = lights[i].position - worldPositions;
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vec3 lightDir = normalize(fragToLight);
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vec3 fragToBall = lights[i].position - ballPosition;
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float d = length(lightVector);
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float d = length(fragToLight);
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float attenuation = 1.0 / (la + d * lb + d * d * lc);
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float diff = max(dot(norm, lightDir), 0.0);
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@@ -60,15 +61,23 @@ void main()
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float spec = pow(max(dot(norm, halfwayDir), 0.0), shininess);
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vec3 specular = specularStrength * spec * lights[i].color;
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// the ball's light is put inside it, thus it would cast a shadow all over the scene.
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// to counter-act this, we can simply exclude it. i should instead move the light.
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// either way, it makes for a cool light (shadow?) show.
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bool shadow = false;
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if (i != 2) {
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shadow = length(lightVector) > length(fragToBall) && dot(lightVector, fragToBall) < 0.0;
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// shadow stuff
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vec3 fragToBall = ballPosition - worldPositions;
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float projDist = dot(fragToBall, lightDir);
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float r = length(fragToBall - projDist * lightDir);
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bool inShadowRegion = (projDist > 0.0) && (projDist < d);
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float shadowFactor = 1.0;
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// exclude ball light to avoid casting shadows everywhere
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if (i != 2 && inShadowRegion) {
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if (r <= hardRadius) {
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shadowFactor = 0.0;
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} else if (r < softRadius) {
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shadowFactor = (r - hardRadius) / (softRadius - hardRadius);
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}
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}
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if (!shadow)
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result += attenuation * (diffuse + specular) * objectColor;
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result += shadowFactor * attenuation * (diffuse + specular) * objectColor;
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}
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color = vec4(result + dither(textureCoordinates), 1.0);
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