Changeset 10852
- Timestamp:
- 12/04/09 10:57:08 (3 years ago)
- Files:
-
- 1 modified
Legend:
- Unmodified
- Added
- Removed
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OpenSceneGraph/trunk/src/osgShadow/SoftShadowMap.cpp
r10699 r10852 63 63 " vec4 smCoord = sceneShadowProj; \n" 64 64 " vec3 jitterCoord = vec3( gl_FragCoord.xy / osgShadow_jitteringScale, 0.0 ); \n" 65 " vec4 shadow = vec4(0.0, 0.0, 0.0, 0.0); \n"65 " float shadow = 0.0; \n" 66 66 // First "cheap" sample test 67 67 " const float pass_div = 1.0 / (2.0 * 4.0); \n" … … 73 73 74 74 " smCoord.xy = sceneShadowProj.xy + (offset.xy) * softFactor; \n" 75 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ) * pass_div; \n"75 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * pass_div; \n" 76 76 77 77 " smCoord.xy = sceneShadowProj.xy + (offset.zw) * softFactor; \n" 78 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ) *pass_div; \n"78 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x *pass_div; \n" 79 79 " } \n" 80 80 // skip all the expensive shadow sampling if not needed … … 87 87 88 88 " smCoord.xy = sceneShadowProj.xy + offset.xy * softFactor; \n" 89 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ) * INV_SAMPLECOUNT; \n"89 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * INV_SAMPLECOUNT; \n" 90 90 91 91 " smCoord.xy = sceneShadowProj.xy + offset.zw * softFactor; \n" 92 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ) * INV_SAMPLECOUNT; \n"92 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * INV_SAMPLECOUNT; \n" 93 93 " } \n" 94 94 " } \n" … … 123 123 " vec4 smCoord = sceneShadowProj; \n" 124 124 " vec3 jitterCoord = vec3( gl_FragCoord.xy / osgShadow_jitteringScale, 0.0 ); \n" 125 " vec4 shadow = vec4(0.0, 0.0, 0.0, 0.0); \n"125 " float shadow = 0.0; \n" 126 126 // First "cheap" sample test 127 127 " const float pass_div = 1.0 / (2.0 * 4.0); \n" … … 133 133 134 134 " smCoord.xy = sceneShadowProj.xy + (offset.xy) * softFactor; \n" 135 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ) * pass_div; \n"135 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * pass_div; \n" 136 136 137 137 " smCoord.xy = sceneShadowProj.xy + (offset.zw) * softFactor; \n" 138 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ) *pass_div; \n"138 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x *pass_div; \n" 139 139 " } \n" 140 140 // skip all the expensive shadow sampling if not needed … … 147 147 148 148 " smCoord.xy = sceneShadowProj.xy + offset.xy * softFactor; \n" 149 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ) * INV_SAMPLECOUNT; \n"149 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * INV_SAMPLECOUNT; \n" 150 150 151 151 " smCoord.xy = sceneShadowProj.xy + offset.zw * softFactor; \n" 152 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ) * INV_SAMPLECOUNT; \n"152 " shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * INV_SAMPLECOUNT; \n" 153 153 " } \n" 154 154 " } \n"
