Art, code and miscellaneous experiments from Demoscene Passivist related in some way to JOGL. For more take a look at www.jogamp.org
After implementing fixed function pipeline base shadow mapping it came to my mind that this could be easily used to implement some kind of screen space fake softshadows. First I render the scene geometry as black&white using the fixed function pipeline shadowmapping functionality. After that I convolute the rendered framebuffer with a simple Box Blur thereby softening the shadows. Afterwards I render the normal colored scene and multiply the two framebuffers with a simple fragment shader. The result looks quite cool tho as expected when using simple linear convolution, artifacts arise on geometry edges. Sourcecode: GL2GL3_DepthTextureSoftShadowMapping.java. The corresponding fragement shader wich multiplies the two framebuffers can be found here: .fs
NIGHTNIGHT by DEDDY