Advertisement
Guest User

Untitled

a guest
Apr 30th, 2013
142
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. float chebyshevUpperBound()
  2. {
  3.     vec2 moments = texture2D(ShadowMap,ShadowCoordPostW.xy).rg;
  4.    
  5.     // Surface is fully lit. as the current fragment is before the light occluder
  6.     if (ShadowCoordPostW.z <= moments.x)
  7.         return 1.0 ;
  8.  
  9.     // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check
  10.     // How likely this pixel is to be lit (p_max)
  11.     float variance = moments.y - (moments.x*moments.x);
  12.     variance = max(variance,0.1);
  13.  
  14.     float d = ShadowCoordPostW.z - moments.x;
  15.     float p_max = (variance / (variance + d*d));
  16.    
  17.     return max(p_max, 0.4);
  18. }
  19.  
  20. //Color computation in main()
  21. shadow = chebyshevUpperBound();
  22. fragColor = ((ambient_color + diffuse_color * diffuse_value))*texel;
  23. fragColor.rgb *= shadow;
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement