Fixing shader; merge was wrong.

This commit is contained in:
Steffen Fündgens 2015-01-19 13:44:38 +01:00
parent 1206a7b801
commit 2c8c69a5dc

View File

@ -51,8 +51,8 @@ float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
float visibility = 1.0;
float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
bias = clamp(bias, 0.0, 0.01);
/*for (int i=0; i<4; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/700.0, (2.0 * nearPlane)/(farPlane+ nearPlane - shadowCoord.z * (farPlane - nearPlane))- bias)));
for (int i=0; i<4; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/700.0, shadowCoord.z - bias)));
}
if (visibility == 1.0-(directionalIntensity/16)*4)
{
@ -60,11 +60,10 @@ float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
}
else if (visibility != 1.0) {
for (int i=0; i<12; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/700.0, (2.0 * nearPlane)/(farPlane+ nearPlane - shadowCoord.z * (farPlane - nearPlane))- bias)));
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/700.0, shadowCoord.z - bias)));
}
}*/
visibility = texture(shadowMap, vec3(shadowCoord.xy, (shadowCoord.z - bias)/shadowCoord.w));
return (2.0 * nearPlane) / (farPlane + nearPlane - visibility * (farPlane - nearPlane));
}
return visibility;
}
float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {