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Houston I have a simple shadow map problem

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@DexterZ wrote:

I have a simple shadow map shader with minimal problem on my shadow implementation : - D I know there's something missing that it draw on polygon not facing the light while it should not, since my shader knowledge on available functions is limited I cannot spot the problem T _ T. any hint is appreciated and welcome ^_^y

IMAGE:

SHADOW MAP COLOR DRAW SHADER CODE :

    // Shadow color applying
    //------------------------------------------------------------------------------------------------------------------    

        
    //*>> Pixel position in light space
    //
    float4 m_LightingPos = mul(IN.WorldPos3D, __SM_LightViewProj);    
    
    
    //*>> Shadow texture coordinates
    //
    float2 m_ShadowTexCoord    = 0.5 * m_LightingPos.xy / m_LightingPos.w + float2( 0.5, 0.5 );
           m_ShadowTexCoord.y  = 1.0f - m_ShadowTexCoord.y;


    //*>> Shadow map depth 
    //
    float m_Shadowdepth = tex2D(ShadowMapSampler, m_ShadowTexCoord).r;    
    
    
    //*>> Pixel depth
    //
    float m_PixelDepth = (m_LightingPos.z / m_LightingPos.w) - 0.001f;
              
           
    //*>> Pixel depth in front of the shadow map depth then apply shadow color
    //
    if ( m_PixelDepth > m_Shadowdepth  )
    {                                        
        m_ColorView *= float4(0.5,0.5,0.5,0); 
    }
 
    // Final color
    //------------------------------------------------------------------------------------------------------------------    
        
    return m_ColorView;

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