Cascaded shadow map splits

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11 comments, last by KaiserJohan 10 years ago

What if you were to use the view space pos in this line instead of the world

vec4 projCoords = UnifDirLightPass.mVPMatrix[index] * vec4(worldPos, 1.0);

and incorporate the invMainView into the lights matrix?

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I don't know GLSL 4xx quite well, what is this line here trying to do?


layout(std140) uniform;

You declare the layout of an uniform... but without the uniform?

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What if you were to use the view space pos in this line instead of the world

vec4 projCoords = UnifDirLightPass.mVPMatrix[index] * vec4(worldPos, 1.0);

and incorporate the invMainView into the lights matrix?

I tried, I guess they cancel each other out; the result is the same as using the world position directly.

I don't know GLSL 4xx quite well, what is this line here trying to do?


layout(std140) uniform;

You declare the layout of an uniform... but without the uniform?

Yeah that was a bug; wierd that it compiled, fixed it but it didn't have any effect on the rest of the code :)

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