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dpadam450

Shadow Map (something small)(SOLVED)

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*Well it seems that using texParamter(...,..,compare r to texture) works. I was doing the lookup and then comparing that with my current fragement (z/w) and for some reason that didnt work. Maybe a precision error? You can see that my problem is a function on the z coordinate with respect to the light. Those 3 things are trees. The reason I dont use the inverse of the View matrix, is because im using the original gl_Vertex (i.e. the trees have no model transform).
GL Application
-------------------
//Shader and matrices
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(.5,.5,.5);
glScalef(.5,.5,.5);
glMultMatrixf(LightProj);
glMultMatrixf(LightMatrix);
glMatrixMode(GL_MODELVIEW);


Shaders
---------------
varying vec4 TexPos;

uniform mat4 shadowM;
void main(void)
{
	TexPos = gl_TextureMatrix[0]*gl_Vertex;
	gl_Position = ftransform();
}

.............
varying vec4 TexPos;

uniform sampler2DShadow tex1;
void main(void)
{
	float shadow1 = shadow2DProj(tex1, (TexPos));
	
	TexPos.z-=.01;
	TexPos.z/=TexPos.w;

	if((TexPos.z) < shadow1)
	{

		gl_FragColor = vec4(0,0,1,1);
	}
	else
	{
	        //in shadow
		gl_FragColor = vec4(.5,.5,.5,1);
	}
}



[Edited by - dpadam450 on May 29, 2008 7:48:10 PM]

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