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authorJuan Linietsky <reduzio@gmail.com>2017-12-07 16:19:35 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-12-07 16:19:35 -0300
commit8717afbfe14357fc1e3c192676f89a91bd28329b (patch)
treee1a0e3c74fcae79f14f05b3e082940354f52bd48 /drivers/gles3
parent209cb3830c605edef494d45253b89bd76b3bbbc3 (diff)
Added small bit of bias depending on lenght for contact shadows, fixes #12726
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/shaders/scene.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 676541649c..b70d59652d 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -827,7 +827,7 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
pixel_size = abs((pos.y-endpoint.y)/(screen_rel.y/screen_pixel_size.y));
}*/
- vec4 bias = projection_matrix * vec4(pos+vec3(0.0,0.0,0.04), 1.0); //todo un-harcode the 0.04
+ vec4 bias = projection_matrix * vec4(pos+vec3(0.0,0.0,max_distance*0.5), 1.0); //todo un-harcode the 0.04