Custom shaders during a shadow pass.#7613
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ofTheo merged 1 commit intoopenframeworks:masterfrom Aug 25, 2023
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Addresses issue #7555 |
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the broken arm check is fixed now in apothecary will re-run in a sec to confirm |
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This allows using custom shaders during a shadow pass. The materials do not support custom shadow passes yet. Maybe that can be addressed in the next minor release. I tested using the shadow and material examples but could probably use a bit more.
Shadow shader functions have been added, so you can setup a shader using a function within the shadow class
shadow.setupShadowDepthShader(ofShader& ashader, const std::string aShaderMain);The shader function for sending to the frag shader accepts a world position
An example vert shader based on the MaterialPBRAdvanced Example
Example usage: