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聚光灯阴影渲染

master
blobt 4 years ago
parent
commit
03f3af0a29
  1. BIN
      .vs/shader3/v14/.suo
  2. 4
      main.cpp
  3. 9
      res/shader/hdr.fs

BIN
.vs/shader3/v14/.suo

4
main.cpp

@ -188,8 +188,8 @@ INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _
float lightPos[] = { 1.0f, 3.0f, -0.8f,1.0f };
float diffuseIntensity = 2.0f;
float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 128.0f };//把最后一位改成......
float spotLightCutoff = 0.0f;
float spotLightDirection[] = { 0.0f, -1.0f, 0.0f, 32.0f };//把最后一位改成......
float spotLightCutoff = 20.0f;
float specularLightColor[] = { 1.0f,1.0f,1.0f,1.0f };

9
res/shader/hdr.fs

@ -89,8 +89,13 @@ void main()
//gl_FragColor = ambientColor + diffuseColor;
vec4 color = ambientColor + diffuseColor * vec4(vec3(1.0 - CalculateShadow()),1.0);
float shadow = CalculateShadow();
vec4 color = vec4(0.0);
if(shadow > 0.0){
color = ambientColor + diffuseColor * vec4(vec3(0.0),1.0);
} else {
color = ambientColor + diffuseColor;
}
gl_FragData[0] = color;
gl_FragData[1] = vec4(0.0);
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