Mr.doob
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a445165f30
Implemented @alteredq's PointLight Shadow version using 4 taps instead of 21. See #7153.
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9 years ago |
Mr.doob
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f958742eb9
Clean up.
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9 years ago |
Mr.doob
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363648ed47
ShadowMaps: Reverted to use structs when possible.
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9 years ago |
Mr.doob
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f40fa456c3
Refactored shadowmap code again. Android/Adreno doesn't fails to support bool and mat4 in structs...
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9 years ago |
Mr.doob
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538ce76897
More ShadowMaps refactoring.
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9 years ago |
Mr.doob
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b0bdf4a671
LightShadow: Added radius.
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9 years ago |
Mr.doob
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8eaf494a46
Refactored ShadowMap code.
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9 years ago |
Mr.doob
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6937b43d5b
shadowmap_*.glsl: simpler SHADOWMAP_TYPE_PCF_SOFT code.
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9 years ago |
Mr.doob
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0b2f44ce11
shadowmap_*.glsl: Using texture2DCompare in PointLights code.
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9 years ago |
Mr.doob
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c4ae0356fa
shadowmap_*.glsl: added texture2DCompare()
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9 years ago |
Mr.doob
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a5f5405467
Minor clean up.
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9 years ago |
Mr.doob
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4099b1bf27
WebGLRenderer: MAX_SHADOWS to NUM_SHADOWS renaming.
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9 years ago |
Mr.doob
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275f339a64
Clean up.
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10 years ago |
mkkellogg
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631542ea29
Refactored shadowmap_fragment.glsl to remove rendundant code and improve readability.
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10 years ago |
mkkellogg
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72670aef67
Unrolled loop in calculation of PCF shadow maps for point lights.
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10 years ago |
mkkellogg
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83e2794ac8
Bug fix: Viewport not restored correctly when rendering point light shadows for scenes that contain multiple light types.
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10 years ago |
tschw
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30a5fb2d2b
Removed ignored parameter, amending #7153.
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10 years ago |
tschw
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1b0d49df6a
Edited comments and whitespace, amending #7153.
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10 years ago |
mkkellogg
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a7eed9d638
Updated cubeToUV() to a reduced-instruction version with minimal branching, and updated near plane values for shadow map cameras to be at least 1.
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10 years ago |
mkkellogg
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b9a51318ec
Updated comments for cubeToUV() function in shadow mapping shader.
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10 years ago |
mkkellogg
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f476908380
Point light shadow mapping now utilizes cube-to-2D projection, avoiding the need for a samplerCube in the shader.
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10 years ago |
mkkellogg
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8dfd933fd6
Added checks for definition of POINT_LIGHT_SHADOWS in shaders for including point light shadow mapping code.
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10 years ago |
Mark Kellogg
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0f9a9226b3
Inlined code from sampleCubeShadowMapPCF() directly into main().
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10 years ago |
Mark Kellogg
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5964cb9b00
Updated point-light shadow mapping code to be more efficient with uniforms and varyings.
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10 years ago |
Mark Kellogg
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ebe6e29939
Updated code formatting.
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10 years ago |
Mark Kellogg
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01e0199b3c
Added shadow functionality for point lights.
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10 years ago |
OpenShift guest
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8fcb3c0616
add glsl changes
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11 years ago |