I've got a shader that implements shadow mapping like this:
#version 430 core
out vec4 color;
in VS_OUT {
vec3 N;
vec3 L;
vec3 V;
vec4 shadow_coord;
} fs_in;
layout(binding = 0) uniform sampler2DShadow shadow_tex;
uniform vec3 light_ambient_albedo = vec3(1.0);
uniform vec3 light_diffuse_albedo = vec3(1.0);
uniform vec3 light_specular_albedo = vec3(1.0);
uniform vec3 ambient_albedo = vec3(0.1, 0.1, 0.2);
uniform vec3 diffuse_albedo = vec3(0.4, 0.4, 0.8);
uniform vec3 specular_albedo = vec3(0.0, 0.0, 0.0);
uniform float specular_power = 128.0;
void main(void) {
//color = vec4(0.4, 0.4, 0.8, 1.0);
//normalize
vec3 N = normalize(fs_in.N);
vec3 L = normalize(fs_in.L);
vec3 V = normalize(fs_in.V);
//calculate R
vec3 R = reflect(-L, N);
//calcualte ambient
vec3 ambient = ambient_albedo * light_ambient_albedo;
//calculate diffuse
vec3 diffuse = max(dot(N, L), 0.0) * diffuse_albedo * light_diffuse_albedo;
//calcualte spcular
vec3 specular = pow(max(dot(R, V), 0.0), specular_power) * specular_albedo * light_specular_albedo;
//write color
color = textureProj(shadow_tex, fs_in.shadow_coord) * vec4(ambient + diffuse + specular, 0.5);
//if in shadow, then multiply color by 0.5 ^^, except alpha
}
What I want to do is to check first if the fragment is indeed in the shadow, and only then change the color (halve it, such that it becomes halfway between fully black and original color).
However how to check if the textureProj(...)
result is indeed in shadow, as far as I know it returns a normalized float
value.
Would something like textureProj(...) > 0.9999
suffice already? I know that it can returns values other than zero or one if you are using multisampling and I'd like behaviour that will not just break at one point.
The outputting vertex shader:
#version 430 core
layout(location = 0) in vec4 position;
layout(location = 0) uniform mat4 model_matrix;
layout(location = 1) uniform mat4 view_matrix;
layout(location = 2) uniform mat4 proj_matrix;
layout(location = 3) uniform mat4 shadow_matrix;
out VS_OUT {
vec3 N;
vec3 L;
vec3 V;
vec4 shadow_coord;
} vs_out;
uniform vec4 light_pos = vec4(-20.0, 7.5, -20.0, 1.0);
void main(void) {
vec4 local_light_pos = view_matrix * light_pos;
vec4 p = view_matrix * model_matrix * position;
//normal
vs_out.N = vec3(0.0, 1.0, 0.0);
//light vector
vs_out.L = local_light_pos.xyz - p.xyz;
//view vector
vs_out.V = -p.xyz;
//light space coordinates
vs_out.shadow_coord = shadow_matrix * position;
gl_Position = proj_matrix * p;
}
Note that the fragment shader is for terrain, and the vertex shader is for the floor, so there might be minor inconsistencies between the two, but they should be non relevant.
shadow_matrix
is an uniform passed in as bias_matrix * light_projection_matrix * light_view_matrix * light_model_matrix
.
This is the basic principle used to create a shadow map. The light's view is rendered, storing the depth of every surface it sees (the shadow map). Next, the regular scene is rendered comparing the depth of every point drawn (as if it were being seen by the light, rather than the eye) to this depth map.
The idea behind shadow mapping is quite simple: we render the scene from the light's point of view and everything we see from the light's perspective is lit and everything we can't see must be in shadow. Imagine a floor section with a large box between itself and a light source.
A shadow map is a fast depth buffer rendering of the model as seen from a light source. This means that each pixel in a shadow map contains information about the distance to the nearest object in the model in a particular direction from the light source.
Shadow mapping is the method of choice for creating shadows in high-end rendering for motion pictures and television. However, it has been problematic to use shadow mapping in real-time applications, such as video games, because of aliasing problems in the form of magnified jaggies.
textureProj (...)
does not return a normalized floating-point value. It does return a single float
if you use it on a sampler<1D|2D|2DRect>Shadow
, but this value represents the result of a depth test. 1.0 = pass, 0.0 = fail.
Now, the interesting thing to note here, and the reason returning a float
for a shadow sampler is meaningful at all has to do with filtering the shadow map. If you use a GL_LINEAR
filter mode on the shadow map together with a shadow sampler, GL will actually pick the 4 closest texels in the shadow map and perform 4 independent depth tests.
Each depth test still has a binary result, but GL will return a weighted average of the result of all 4 tests (based on distance from the ideal sample location). So if you use GL_LINEAR
in conjunction with a shadow sampler, you will have a value that lies somewhere in-between 0.0 and 1.0 representing the average occlusion for the 4 nearest depth samples.
I should point out that your use of textureProj (...)
looks potentially wrong to me. The coordinate it uses is a 4D vector consisting of (s
,t
,r
) [projected coordinates] and (q
) [depth value to test]. I do not see anywhere in your code where you are assigning q
a depth value. If you could edit your question to include the vertex/geometry shader that is outputting shadow_coord
, that would help.
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