fixed different lightVP during shadowmap / scene rendering
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6af9e40fd7
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b80c946b53
@ -2,7 +2,7 @@
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float AMBIENT = 0.03;
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float PI = 3.14;
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float shadowBias = 0.0;
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float shadowBias = 0.01;
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uniform sampler2D depthMap;
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@ -45,6 +45,7 @@ GLuint programTest;
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GLuint programTex;
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GLuint programDepth;
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glm::mat4 lightVP;
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Core::Shader_Loader shaderLoader;
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@ -130,7 +131,6 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glm::mat4 lightVP = glm::ortho(-3.f, 3.f, -3.f, 3.f, 1.f, 30.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
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glUniformMatrix4fv(glGetUniformLocation(program, "LightVP"), 1, GL_FALSE, (float*)&lightVP);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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@ -182,7 +182,8 @@ void renderShadowapSun() {
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glUseProgram(programDepth);
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//viewProjection matrix
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glm::mat4 lightVP = glm::ortho(-2.9f, 2.2f, -1.1f, 2.7f, 1.f, 30.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
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lightVP = glm::ortho(-2.9f, 2.2f, -1.1f, 2.7f, 1.f, 30.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
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//lightVP = glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.f, 30.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
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//draw
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//lamp
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