AlphaVertex::set(&shadowVertices[vertexBufferIndex++], newPenumbra[i].x,
newPenumbra[i].y, PENUMBRA_ALPHA);
}
+ // Since the umbra can be a faked one when the occluder is too high, the umbra should be lighter
+ // in this case.
+ float scaledUmbraAlpha = UMBRA_ALPHA * shadowStrengthScale;
+
for (int i = 0; i < umbraLength; i++) {
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], umbra[i].x, umbra[i].y,
- UMBRA_ALPHA);
+ scaledUmbraAlpha);
}
for (int i = 0; i < verticesPairIndex; i++) {
indexBuffer[indexBufferIndex++] = newPenumbraLength + i;
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
AlphaVertex::set(&shadowVertices[vertexBufferIndex++],
- closerVertex.x, closerVertex.y, UMBRA_ALPHA);
+ closerVertex.x, closerVertex.y, scaledUmbraAlpha);
}
} else {
// If there is no occluded umbra at all, then draw the triangle fan
// starting from the centroid to all umbra vertices.
int lastCentroidIndex = vertexBufferIndex;
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid.x,
- centroid.y, UMBRA_ALPHA);
+ centroid.y, scaledUmbraAlpha);
for (int i = 0; i < umbraLength; i++) {
indexBuffer[indexBufferIndex++] = newPenumbraLength + i;
indexBuffer[indexBufferIndex++] = lastCentroidIndex;