summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders/scene.glsl
diff options
context:
space:
mode:
authorJuan Linietsky <reduzio@gmail.com>2017-06-13 00:07:05 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-06-13 00:07:05 -0300
commit95c248e24fb6094160f9c71140402305b57469ab (patch)
tree3dd08c02d5a46011ceb0bd9b36a41ff370fe1530 /drivers/gles3/shaders/scene.glsl
parentb21d45e4e1d49863a58aa0da42161fbaa6cc3d74 (diff)
Remove default shadow bias of 0.1 for spot and omni light, fixes #8654
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl14
1 files changed, 7 insertions, 7 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 855b96236a..0f1a7458d7 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -74,8 +74,8 @@ layout(std140) uniform SceneData { //ubo:0
float ambient_energy;
float bg_energy;
- float shadow_z_offset;
- float shadow_z_slope_scale;
+ float z_offset;
+ float z_slope_scale;
float shadow_dual_paraboloid_render_zfar;
float shadow_dual_paraboloid_render_side;
@@ -319,7 +319,7 @@ VERTEX_SHADER_CODE
//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
- highp vec3 vtx = vertex_interp+normalize(vertex_interp)*shadow_z_offset;
+ highp vec3 vtx = vertex_interp+normalize(vertex_interp)*z_offset;
highp float distance = length(vtx);
vtx = normalize(vtx);
vtx.xy/=1.0-vtx.z;
@@ -332,8 +332,8 @@ VERTEX_SHADER_CODE
#else
- float z_ofs = shadow_z_offset;
- z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale;
+ float z_ofs = z_offset;
+ z_ofs += (1.0-abs(normal_interp.z))*z_slope_scale;
vertex_interp.z-=z_ofs;
#endif //RENDER_DEPTH_DUAL_PARABOLOID
@@ -446,8 +446,8 @@ layout(std140) uniform SceneData {
float ambient_energy;
float bg_energy;
- float shadow_z_offset;
- float shadow_z_slope_scale;
+ float z_offset;
+ float z_slope_scale;
float shadow_dual_paraboloid_render_zfar;
float shadow_dual_paraboloid_render_side;