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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-18 13:11:46 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-18 13:12:59 +0100 |
commit | a694e337f30b3320c45b6164cb31fe65c35e6bc9 (patch) | |
tree | ab4a6c4f4dddd014d6d9dafafb3d9b9a9f9c457b /gfx | |
parent | Replace low poly plants with the double sided version (diff) | |
download | ilt-a694e337f30b3320c45b6164cb31fe65c35e6bc9.tar.bz2 ilt-a694e337f30b3320c45b6164cb31fe65c35e6bc9.tar.xz ilt-a694e337f30b3320c45b6164cb31fe65c35e6bc9.zip |
Offset shaded position to reduce chance of self-shadowing
Diffstat (limited to 'gfx')
-rw-r--r-- | gfx/gl/shaders/directionalLight.fs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index 24457b8..86447ec 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -34,10 +34,10 @@ isShaded(vec4 Position) const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { const float lightSpaceDepth = texture(shadowMap, vec3(PositionInLightSpace.xy, m)).r; - return step(lightSpaceDepth, PositionInLightSpace.z); + return step(PositionInLightSpace.z, lightSpaceDepth + 0.001); } } - return 0; + return 1; } void @@ -46,5 +46,5 @@ main() const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1); const vec3 Normal = texture(gNormal, TexCoords).rgb; const float shaded = isShaded(Position); - FragColor = (1 - shaded) * max(dot(-lightDirection, Normal) * lightColour, 0); + FragColor = shaded * max(dot(-lightDirection, Normal) * lightColour, 0); } |