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vortxGE 2.0 : Self shadow

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mixmaster

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Time to start looking at self shadow and ways to cleanup the look as much as possible. Here's where I'm at so far. Shitty :-)

vortxGE3.png

If someone could point me in the right direction that would be great. Like a great book or online reference.

I also still have problems with final output as you can see. I will fix this :-) Here's the shader.



varying vec4 vColor;
varying vec2 vTexCoord;

uniform sampler2D tex_d;
uniform sampler2D tex_n;

void main(void)
{
float exposure = 1.0;
vec4 oColour;

oColour = texture2D( tex_d, vTexCoord);
oColour = 1.0 - exp2( -oColour * exposure );

gl_FragColor = oColour;
gl_FragColor.a = 1.0;
}

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