Reenabled bias calculation depeding on distance.

This commit is contained in:
Faerbit 2015-05-31 20:31:12 +02:00
parent 34cac6f464
commit b8db45fc7c

View File

@ -177,7 +177,7 @@ float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection, float
float compValue = 0.5*(-A*length(lightDirection) + B)/length(lightDirection) + 0.5;
float bias = 0.001*tan(acos(clamp(dot(vNormal, normalize(lightDirection)), 0.0, 1.0)));
bias = clamp(bias, 0.0, 0.001);
//bias *= 1/length(lightDirection)*8;
bias *= 1/length(lightDirection)*8;
for (int i=0; i<4; i++) {
visibility -= intensity/16*(1.0-texture(shadowMap, vec4(lightDirection + poissonDisk3D[i]/stretching, compValue - bias)));
}