Hi Wang
How are your improvements on VDSM doing? I have some issues with implementing a
good looking PCF into VDSM shader, but somehow it do not get the results I
desired:
Code:
float readShadowValue(in sampler2DShadow shadowTexture, in vec4 shadowUV) {
return shadow2DProj(shadowTexture, shadowUV).r;
}
...
const float invTexel = " << 1.0f / textureSize.x() << ";
float readPCFValue(in sampler2DShadow shadowTexture, in vec4 shadowUV) {
float shadowTerm = readShadowValue(shadowTexture, shadowUV);
shadowTerm += readShadowValue(shadowTexture, shadowUV - vec4(invTexel, 0.0,
0.0, 0.0));
shadowTerm += readShadowValue(shadowTexture, shadowUV + vec4(invTexel, 0.0,
0.0, 0.0));
shadowTerm += readShadowValue(shadowTexture, shadowUV - vec4(0.0, invTexel,
0.0, 0.0));
shadowTerm += readShadowValue(shadowTexture, shadowUV + vec4(0.0, invTexel,
0.0, 0.0));
shadowTerm += readShadowValue(shadowTexture, shadowUV - vec4(invTexel,
invTexel, 0.0, 0.0));
shadowTerm += readShadowValue(shadowTexture, shadowUV + vec4(invTexel,
invTexel, 0.0, 0.0));
shadowTerm += readShadowValue(shadowTexture, shadowUV -
vec4(invTexel,-invTexel, 0.0, 0.0));
shadowTerm += readShadowValue(shadowTexture, shadowUV +
vec4(invTexel,-invTexel, 0.0, 0.0));
return shadowTerm / 9.0;
}
Cheers,
Daniel
------------------
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http://forum.openscenegraph.org/viewtopic.php?p=61523#61523
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