Shadow map code
Code changes from class:
- shadowMap.vert:
//TODO: move vertex, put in light view vec4 vertPos = mR * mT * vec4(pos, 1); vertPos = Lp * Lv * vertPos; return vertPos;
- reflectance.vert:
//TODO: move vertex, put in light view vec4 vertPos = mR * mT * vec4(pos, 1); vertPos = offset * Lp * Lv * vertPos; return vertPos;
- reflectance.frag:
//TODO: adjust for the perspective divide and bias vec4 shp = shadowPos; shp = shp/shp.w; shp.z = shp.z - getBias(); return shp;
- reflectance.frag:
//TODO lookup the distance in the shapow map, get surface and occlusion distance vec4 shadowTexel = texture(texId, shadowPoint.xy); float surfaceDistance = shadowPoint.z; float occlusionDistance = shadowTexel.z;