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-rw-r--r--src/3d/renderer.cc13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc
index 9f3f40c..215cd97 100644
--- a/src/3d/renderer.cc
+++ b/src/3d/renderer.cc
@@ -126,16 +126,16 @@ fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, tmin: f32, tmax: f32, skip_idx: u32) -> f32 {
var res = 1.0;
var t = tmin;
- for (var i = 0; i < 30; i = i + 1) {
+ for (var i = 0; i < 32; i = i + 1) {
let h = map_scene(ro + rd * t, skip_idx);
if (h < 0.001) {
return 0.0;
}
- res = min(res, 8.0 * h / t); // Soft shadow k=8
+ res = min(res, 32.0 * h / t); // Sharper shadow k=32
t = t + h;
if (t > tmax) { break; }
}
- return res;
+ return clamp(res, 0.0, 1.0);
}
fn get_normal(p: vec3<f32>, obj_type: f32) -> vec3<f32> {
@@ -156,7 +156,8 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
var p: vec3<f32>;
var normal: vec3<f32>;
var base_color = in.color.rgb;
- let light_dir = normalize(vec3<f32>(0.2, 1.0, 0.2));
+ // Slanted light for better shadow visibility
+ let light_dir = normalize(vec3<f32>(0.5, 1.0, 0.5));
if (obj_type <= 0.0) { // Rasterized object
p = in.world_pos;
@@ -166,7 +167,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let uv = p.xz * 0.1;
let grid_val = textureSample(noise_tex, noise_sampler, uv).r;
- base_color = base_color * (0.3 + 0.7 * grid_val);
+ base_color = base_color * (0.4 + 0.6 * grid_val);
} else { // SDF object
let center = vec3<f32>(obj.model[3].x, obj.model[3].y, obj.model[3].z);
let scale = length(vec3<f32>(obj.model[0].x, obj.model[0].y, obj.model[0].z));
@@ -192,7 +193,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
normal = normalize(mat3 * get_normal(q_hit, obj_type));
}
- let shadow = calc_shadow(p + normal * 0.01, light_dir, 0.01, 20.0, in.instance_index);
+ let shadow = calc_shadow(p + normal * 0.02, light_dir, 0.02, 20.0, in.instance_index);
let lighting = (max(dot(normal, light_dir), 0.0) * shadow) + 0.1;
return vec4<f32>(base_color * lighting, 1.0);
}