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### #Actualstefthedrummer

Posted 11 April 2014 - 01:30 PM

I render the depth-values of the right Frustum of the light into a texture which is 1024x1 pixels in size.

I project the vertices myself, so I dont use the w coordinate.

This is my projection into the shadow-map. "vs.lightSpace" means that all vertices are in the coordinate-system of the light. (0,0) is it's origin.

	gl_Position = vec4(
vs.lightSpace.y / vs.lightSpace.x,
0.0f,
depthToHom(vs.lightSpace.x),
1.0f);

float depthToHom(float depth) {
float near = 0.5f;
float far  = 10.0f;
return depth * 2.0f / (far - near) + (-far - near) / (far - near);
}


As you can see the depth-values are not interpolated correctly. On long edges there is a round curve in the shadow. Is this because I don't divide correctly? The big white circle is supposed to be a point-light.

To sample the depth I use:

float depth = texture(shadowMap, vec2((lightSpace.y / lightSpace.x + 1.0f) * 0.5f, 0.5f)).x;

if(depthToNorm(lightSpace.x) > depth)
{
//... ... ...
}

float depthToNorm(float depth) {
float near = 0.5f;
float far  = 10.0f;
return depth * (1.0f / (far - near)) + (-near) / (far - near);
}


### #4stefthedrummer

Posted 11 April 2014 - 06:40 AM

I render the depth-values of the right Frustum of the light into a texture which is 1024x1 pixels in size.

I project the vertices myself, so I dont use the w coordinate.

This is my projection into the shadow-map. "vs.lightSpace" means that all vertices are in the coordinate-system of the light. (0,0) is it's origin.

	gl_Position = vec4(
vs.lightSpace.y / vs.lightSpace.x,
0.0f,
depthToHom(vs.lightSpace.x),
1.0f);

float depthToHom(float depth) {
float near = 0.5f;
float far  = 10.0f;
return depth * 2.0f / (far - near) + (-far - near) / (far - near);
}


As you can see the depth-values are not interpolated correctly. On long edges there is a round curve in the shadow. Is this because I don't divide correctly? The big white circle is supposed to be a point-light.

To sample the depth I use:

float depth = texture(shadowMap, vec2((lightSpace.y / lightSpace.x + 1.0f) * 0.5f, 0.5f)).x;

if(depthToNorm(lightSpace.x) > depth)
{
//... ... ...
}

float depthToNorm(float depth) {
float near = 0.5f;
float far  = 10.0f;
return depth * (1.0f / (far - near)) + (-near) / (far - near);
}


### #3stefthedrummer

Posted 11 April 2014 - 06:40 AM

I render the depth-values of the right Frustum of the light into a texture which is 1024x1 pixels in size.

I project the vertices myself, so I dont use the w coordinate.

This is my projection into the shadow-map. "vs.lightSpace" means that all vertices are in the coordinate-system of the light. (0,0) is it's origin.

	gl_Position = vec4(
vs.lightSpace.y / vs.lightSpace.x,
0.0f,
depthToHom(vs.lightSpace.x),
1.0f);

float depthToHom(float depth) {
float near = 0.5f;
float far  = 10.0f;
return depth * 2.0f / (far - near) + (-far - near) / (far - near);
}


As you can see the depth-values are not interpolated correctly. On long edges there is a round curve in the shadow. Is this because I don't divide correctly? The big white circle is supposed to be a point-light.

To sample the depth I use:

float depth = texture(shadowMap, vec2((lightSpace.y / lightSpace.x + 1.0f) * 0.5f, 0.5f)).x;

if(depthToNorm(lightSpace.x) > depth)
{
//... ... ...
}


float depthToNorm(float depth) {
float near = 0.5f;
float far  = 10.0f;
return depth * (1.0f / (far - near)) + (-near) / (far - near);
}

### #2stefthedrummer

Posted 11 April 2014 - 06:40 AM

I render the depth-values of the right Frustum of the light into a texture which is 1024x1 pixels in size.

I project the vertices myself, so I dont use the w coordinate.

This is my projection into the shadow-map. "vs.lightSpace" means that all vertices are in the coordinate-system of the light. (0,0) is it's origin.

	gl_Position = vec4(
vs.lightSpace.y / vs.lightSpace.x,
0.0f,
depthToHom(vs.lightSpace.x),
1.0f);

float depthToHom(float depth) {
float near = 0.5f;
float far  = 10.0f;
return depth * 2.0f / (far - near) + (-far - near) / (far - near);
}


As you can see the depth-values are not interpolated correctly. On long edges there is a round curve in the shadow. Is this because I don't divide correctly? The big white circle is supposed to be a point-light.

To sample the depth I use:

float depth = texture(shadowMap, vec2((lightSpace.y / lightSpace.x + 1.0f) * 0.5f, 0.5f)).x;

if(depthToNorm(lightSpace.x) > depth)
{
//... ... ...
}


float depthToNorm(float depth) {
float near = 0.5f;
float far  = 10.0f;
return depth * (1.0f / (far - near)) + (-near) / (far - near);
}

### #1stefthedrummer

Posted 11 April 2014 - 05:59 AM

I render the depth-values of the right Frustum of the light into a texture which is 1024x1 pixels in size.

I project the vertices myself, so I dont use the w coordinate.

This is my projection into the shadow-map. "vs.lightSpace" means that all vertices are in the coordinate-system of the light. (0,0) is it's origin.

	gl_Position = vec4(
vs.lightSpace.y / vs.lightSpace.x,
0.0f,
depthToHom(vs.lightSpace.x),
1.0f);

float depthToHom(float depth) {
float near = 0.5f;
float far  = 10.0f;
return depth * 2.0f / (far - near) + (-far - near) / (far - near);
}


As you can see the depth-values are not interpolated correctly. On long edges there is a round curve in the shadow. Is this because I don't divide correctly? The big white circle is supposed to be a point-light.

To sample the depth I use:

float depth = texture(shadowMap, vec2((lightSpace.y / lightSpace.x + 1.0f) * 0.5f, 0.5f)).x;


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