Can mix multiple shaders and FBOs?

I’m studying Shaders and FBOs and found some interesting article which shows

  • Blur with Bloom
  • Shadow

Now I’m trying to mix them and apply it to my project, but looks like it is not working properly.
When I apply Shadow map, it become too dark, tried to adjust light color but it is still dark.

[With Shadow mapping]

[Without Shadow mapping]

What I want is something similar to above (bright / warm) lighting but if I apply shadow.
I’m sharing my code here, what’s the problem with my source code? :sob:

Main

// Settings
const unsigned int SCR_WIDTH = 1920;
const unsigned int SCR_HEIGHT = 1080;

// Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;

unsigned int		amount = 10;
unsigned int		pingpongFBO[2];
unsigned int		pingpongColorBuffers[2];
unsigned int		colorBuffers[2];

unsigned int		rboDepth;
unsigned int		hdrFBO;

unsigned int		depthMapFBO;
unsigned int		depthMap;

unsigned int		attachments[2];

bool				bloom = false;
bool				bloomKeyPressed = false;
float				exposure = 30.0f;


bool				horizontal = true;
bool				first_iteration = true;
unsigned int woodTexture, containerTexture, whiteTexture;

// Lighting position and color
lights.position = glm::vec3(2.0f, 4.0f, -1.0f);
lights.color = glm::vec3(0.5);

int main() {
    // glfw: initialize and configure
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    // glfw window creation
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
        return -1;

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);
    glfwSetKeyCallback(window, keyboard_callback);

    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
        return -1;

    // configure global opengl state
    glEnable(GL_DEPTH_TEST);

    // build and compile shaders
    shader = Shader("shaders/shadow_mapping.vs", "shaders/shadow_mapping.fs");
    shader.use();
    shader.setInt("diffuseTexture", 0);
    shader.setInt("shadowMap", 1);

    simpleDepthShader = Shader("shaders/shadow_mapping_depth.vs", "shaders/shadow_mapping_depth.fs");
    
    debugDepthQuad = Shader("shaders/debug_quad_depth.vs", "shaders/debug_quad_depth.fs");
    debugDepthQuad.use();
    debugDepthQuad.setInt("depthMap", 0);
    
    sLighting = Shader("shaders/shadow_mapping.vs", "shaders/light.fs");

    sBlur = Shader("shaders/blur.vs", "shaders/blur.fs");
    sBlur.use();
    sBlur.setInt("image", 0);

    sBloom = Shader("shaders/bloom.vs", "shaders/bloom.fs");
    sBloom.use();
    sBloom.setInt("scene", 0);
    sBloom.setInt("blur", 1);

    // Set up vertex data (and buffer(s)) and configure vertex attributes
    float planeVertices[] = {
        // positions            // normals         // texcoords
         25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,  25.0f,  0.0f,
        -25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,   0.0f,  0.0f,
        -25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,   0.0f, 25.0f,

         25.0f, -0.5f,  25.0f,  0.0f, 1.0f, 0.0f,  25.0f,  0.0f,
        -25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,   0.0f, 25.0f,
         25.0f, -0.5f, -25.0f,  0.0f, 1.0f, 0.0f,  25.0f, 25.0f
    };

    // Plane VAO
    unsigned int planeVBO;
    glGenVertexArrays(1, &planeVAO);
    glGenBuffers(1, &planeVBO);
    glBindVertexArray(planeVAO);
    glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
    glBindVertexArray(0);

    // Load textures
    woodTexture = eventManager.textureManager.LoadTexture("resources/textures/wood.png", true);
    containerTexture = eventManager.textureManager.LoadTexture("resources/textures/container2.png", true);

    // Configure depth map FBO
    const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
    unsigned int depthMapFBO;
    glGenFramebuffers(1, &depthMapFBO);
	
    // Create depth texture
    unsigned int depthMap;
    glGenTextures(1, &depthMap);
    glBindTexture(GL_TEXTURE_2D, depthMap);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
    float borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
    glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
    
	// Attach depth texture as FBO's depth buffer
    glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
    glDrawBuffer(GL_NONE);
    glReadBuffer(GL_NONE);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Configure (floating point) framebuffers
    if (hdrFBO == 0)
        glGenFramebuffers(1, &hdrFBO);

    glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);

    // Create 2 floating point color buffers (1 for normal rendering, other for brightness threshold values)
    if (colorBuffers[0] == 0)
        glGenTextures(2, colorBuffers);

    for (unsigned int i = 0; i < 2; i++) {
        glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        // Clamp to the edge as the blur filter would otherwise sample repeated texture values!
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

        // Attach texture to framebuffer
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, colorBuffers[i], 0);
    }

    // Create and attach depth buffer (render buffer)
    if (rboDepth == 0)
        glGenRenderbuffers(1, &rboDepth);

    glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_WIDTH, SCR_HEIGHT);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);

    // Tell OpenGL which color attachments of this framebuffer will be used for rendering 
    if (attachments[0] == 0) {
        attachments[0] = GL_COLOR_ATTACHMENT0;
        attachments[1] = GL_COLOR_ATTACHMENT1;
    }

    glDrawBuffers(2, attachments);

    // Finally check if framebuffer is complete
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
        std::cout << "Framebuffer not complete!" << std::endl;

    glBindFramebuffer(GL_FRAMEBUFFER, 0);



    // Ping-pong-framebuffer for blurring
    if (pingpongFBO[0] == 0)
        glGenFramebuffers(2, pingpongFBO);

    if (pingpongColorBuffers[0] == 0)
        glGenTextures(2, pingpongColorBuffers);

    for (unsigned int i = 0; i < 2; i++) {
        glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);
        glBindTexture(GL_TEXTURE_2D, pingpongColorBuffers[i]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        // We clamp to the edge as the blur filter would otherwise sample repeated texture values!
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pingpongColorBuffers[i], 0);

        // Also check if framebuffers are complete (no need for depth buffer)
        if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
            std::cout << "Framebuffer not complete!" << std::endl;
    }

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    

    // Render loop
    IsApplicationActive = true;
    while (!glfwWindowShouldClose(window)) {
        glm::mat4 lightProjection, lightView;
        glm::mat4 lightSpaceMatrix;
        float near_plane = 1.0f, far_plane = 7.5f;


        // Render
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Render depth of scene to texture (from light's perspective)
        lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
        lightView = glm::lookAt(lights.position, glm::vec3(0.0f), glm::vec3(0.0, 1.0, 0.0));
        lightSpaceMatrix = lightProjection * lightView;

        // Show the light source as bright cubes
        sLighting.use();
        sLighting.setMat4("projection", lightProjection);
        sLighting.setMat4("view", lightView);

        // Render scene from light's point of view
        simpleDepthShader.use();
        simpleDepthShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);

        glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
        glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
        glClear(GL_DEPTH_BUFFER_BIT);
        renderScene(simpleDepthShader, 0);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);

        // Render scene into floating point framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


        // Blur bright fragments with two-pass Gaussian Blur 
        sBlur.use();

        for (unsigned int i = 0; i < amount; i++) {
            glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
            sBlur.setInt("horizontal", horizontal);

            // Bind texture of other framebuffer (or scene if first iteration)
            glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorBuffers[!horizontal]);
            renderQuad();
            horizontal = !horizontal;

            if (first_iteration)
                first_iteration = false;
        }

        glBindFramebuffer(GL_FRAMEBUFFER, 0);
     
        // Render floating point color buffer to 2D quad and tonemap HDR colors to default framebuffer's (clamped) color range
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        sBloom.use();
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, pingpongColorBuffers[!horizontal]);
        sBloom.setInt("bloom", bloom);
        sBloom.setFloat("exposure", exposure);
        renderQuad();

        glBindFramebuffer(GL_FRAMEBUFFER, 0);

        // Reset viewport
        glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Render scene as normal using the generated depth/shadow map
        glm::mat4 projection, model, view;
		glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		shader.use();
		projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
		view = camera.GetViewMatrix();

		shader.setMat4("projection", projection);
		shader.setMat4("view", view);

		// set light uniforms
		shader.setBool("withLight", true);
		shader.setVec3("customAmbient", vec3(0.0));
		shader.setVec3("viewPos", camera.Position);
		shader.setVec3("lights.Position", lights.position);
		shader.setVec3("lights.Color", lights.color);
		shader.setMat4("lightSpaceMatrix", lightSpaceMatrix);

        renderScene(shader, depthMap);

        // Render Depth map to quad for visual debugging
        debugDepthQuad.use();
        debugDepthQuad.setFloat("near_plane", near_plane);
        debugDepthQuad.setFloat("far_plane", far_plane);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, depthMap);

        // glfw: swap buffers and poll IO events
        glfwSwapBuffers(window);
        glfwPollEvents();
    }
}

Shadow_Mapping.vs

#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

out VS_OUT {
    vec3 FragPos;
    vec3 Normal;
    vec2 TexCoords;
    vec4 FragPosLightSpace;
} vs_out;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 lightSpaceMatrix;

void main() {
    vs_out.FragPos = vec3(model * vec4(aPos, 1.0));   
    vs_out.TexCoords = aTexCoords;

    mat3 normalMatrix = transpose(inverse(mat3(model)));
    vs_out.Normal = normalize(normalMatrix * aNormal);

    for (int i = 0; i < 4; i++)
      vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);

    gl_Position = projection * view * model * vec4(aPos, 1.0);
}

Shadow_Mapping.fs

#version 450 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;

out vec4 FragColor;

in VS_OUT {
    vec3 FragPos;
    vec3 Normal;
    vec2 TexCoords;
    vec4 FragPosLightSpace;
} fs_in;

struct Light {
    vec3 Position;
    vec3 Color;
};

uniform Light lights;
uniform sampler2D diffuseTexture;
uniform vec3 viewPos;
uniform sampler2D shadowMap;

float ShadowCalculation(vec4 fragPosLightSpace) {
    // Perform perspective divide
    vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
    
	// Transform to [0,1] range
    projCoords = projCoords * 0.5 + 0.5;
    
	// Get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
    float closestDepth = texture(shadowMap, projCoords.xy).r; 
    
	// Get depth of current fragment from light's perspective
    float currentDepth = projCoords.z;
    
	// Calculate bias (based on depth map resolution and slope)
    vec3 normal = normalize(fs_in.Normal);
    vec3 lightDir = normalize(lights.Position - fs_in.FragPos);
    float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
    
	// Check whether current frag pos is in shadow
    // float shadow = currentDepth - bias > closestDepth  ? 1.0 : 0.0;
    // PCF
    float shadow = 0.0;
    
	vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
    
	for(int x = -1; x <= 1; ++x) {
        for(int y = -1; y <= 1; ++y) {
            float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r; 
            shadow += currentDepth - bias > pcfDepth  ? 1.0 : 0.0;        
        }    
    }
	
    shadow /= 9.0;
    
    // Keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
    if (projCoords.z > 1.0)
        shadow = 0.0;
        
    return shadow;
}

void main() {
    vec3 ambient;
    vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
    vec3 normal = normalize(fs_in.Normal);
    
    // Ambient
    ambient = vec3(0.3) * color;

    // Diffuse
    vec3 lightDir = normalize(lights.Position - fs_in.FragPos);
    float diff = max(dot(lightDir, normal), 0.0);
    vec3 diffuse = diff * lights.Color;

    // Specular
    vec3 viewDir = normalize(viewPos - fs_in.FragPos);
    vec3 reflectDir = reflect(-lightDir, normal);
    vec3 halfwayDir = normalize(lightDir + viewDir);
        
    float spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
    vec3 specular = spec * lights.Color * customAmbient;
    
    // Calculate shadow
    float shadow = ShadowCalculation(fs_in.FragPosLightSpace);
    vec3 lighting = (ambient + (3.0 - shadow) * (diffuse + specular)) * color;

    // Attenuation (use quadratic as we have gamma correction)
    float distance = length(fs_in.FragPos - lights.Position);
    diffuse *= 1.0 / (distance * distance);
    lighting += diffuse;

    // Check whether diffuse is higher than some threshold, if so, output as threshold color
    float brightness = dot(lighting, vec3(0.2126, 0.7152, 0.0722));
    
    if (brightness > 1.0)
        BrightColor = vec4(lighting, 1.0);
    
    else
        BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
    
    FragColor = vec4(vec3(0.015, 0.015, 0.015), 1.0);
}

Shadow_Mapping_Depth.vs

#version 450 core
layout (location = 0) in vec3 aPos;

uniform mat4 lightSpaceMatrix;
uniform mat4 model;

void main() {
    gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0);
}

lighting.fs

#version 450 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;

in VS_OUT {
    vec3 FragPos;
    vec3 Normal;
    vec2 TexCoords;
    vec4 FragPosLightSpace;
} fs_in;

uniform vec3 lightColor;

void main() {
    FragColor = vec4(lightColor, 1.0);
    float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
    
    if (brightness > 1.0)
        BrightColor = vec4(FragColor.rgb, 1.0);

	else
		BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
}

blur.vs

#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;

out vec2 TexCoords;

void main() {
    TexCoords = aTexCoords;
    gl_Position = vec4(aPos, 1.0);
}

blur.fs

#version 450 core
out vec4 FragColor;

in vec2 TexCoords;

uniform sampler2D image;

uniform bool horizontal;
uniform float weight[5] = float[] (0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162);

void main() {             
     // Get size of single texel
     vec2 tex_offset = 1.0 / textureSize(image, 0);
     vec3 result = texture(image, TexCoords).rgb * weight[0];
     
     if (horizontal) {
         for(int i = 1; i < 5; ++i) {
            result += texture(image, TexCoords + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
            result += texture(image, TexCoords - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
         }
     }

     else {
         for (int i = 1; i < 5; ++i) {
             result += texture(image, TexCoords + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
             result += texture(image, TexCoords - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
         }
     }

     FragColor = vec4(result, 1.0);
}

bloom.vs

#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;

out vec2 TexCoords;

void main() {
    TexCoords = aTexCoords;
    gl_Position = vec4(aPos, 1.0);
}

bloom.fs

#version 450 core
out vec4 FragColor;

in vec2 TexCoords;

uniform sampler2D scene;
uniform sampler2D blur;
uniform bool bloom;
uniform float exposure;

void main() {
    const float gamma = 2.2;
    vec3 hdrColor = texture(scene, TexCoords).rgb;      
    vec3 bloomColor = texture(blur, TexCoords).rgb;
    
    // Additive blending
    if (bloom)
        hdrColor += bloomColor; 
    
    // Tone mapping
    vec3 result = vec3(1.0) - exp(-hdrColor * exposure);
    
    // Also gamma correct while we're at it       
    result = pow(result, vec3(1.0 / gamma));
    FragColor = vec4(result, 1.0);
}

Clearly the difference between those two pictures is more than just shadow mapping. Post images with and without shadow mapping but no other differences.

oh yes, sorry!
below are differences.

[HDR, Blur, Ping pong]

[Shadow map]

A little advice when starting up on shading layers is to perform each effect on a single pass as a whole, such as blur, in order to easily construct your model. It’s not the most optimized way, but it’s easier to understand and to toggle on off easily without the need to ping pong over textures.

Now, you are using 2 different lighting calculations for each case, and both of them will obviously have different results, which will lead to different results.

I would suggest to use the one you want which is the lighting.fs and add it the ShadowCalculations line and then mix it with what you already have:

void main() {
    float shadow = ShadowCalculation(fs_in.FragPosLightSpace); //Added to perform the calculations
    FragColor = vec4(lightColor* (1.0 - shadow), 1.0); //Now modulate your light with the shadow resutls
    float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
    if (brightness > 1.0)
        BrightColor = vec4(FragColor.rgb, 1.0)
	else
		BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
}

Beause you are messing around with a lot of variables at once when you only want to test one (the shadow mapping component)

Adding one step at a time is easier and simpler to understand, and when everything is setup the way you like, perform the needed optimizations

1 Like

Thanks for your comment,
I’ve resolved my problem with different approach, much more simpler but it helped me a lot!

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