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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Creating soft shadow edges with random sampling


The basic shadow mapping algorithm combined with PCF can produce shadows with soft edges. However, if we desire blurred edges that are substantially wide (to approximate true soft shadows), then a large number of samples is required. Additionally, there is a good deal of wasted effort when shading fragments that are in the center of large shadows, or completely outside of the shadow. For those fragments, all of the nearby shadow map texels will evaluate to the same value. Therefore, the work of accessing and averaging those texels is essentially a wasted effort.

The technique presented in this recipe is based on a chapter published in GPU Gems 2, edited by Matt Pharr and Randima Fernando, Addison-Wesley Professional, 2005. (Chapter 17 by Yury Uralsky.) It provides an approach that can address both of the preceding issues to create shadows with soft edges of various widths, while avoiding unnecessary texture accesses in areas inside and outside...

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