From a694e337f30b3320c45b6164cb31fe65c35e6bc9 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 18 Aug 2024 13:11:46 +0100 Subject: Offset shaded position to reduce chance of self-shadowing --- gfx/gl/shaders/directionalLight.fs | 6 +++--- 1 file 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); } -- cgit v1.2.3