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authorJuan Linietsky <reduzio@gmail.com>2017-08-30 08:07:25 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-08-30 08:08:44 -0300
commita1d7c496b923a247cd9f43552f783592f8f33791 (patch)
treeafa31e6e8bb583b2550c422c414c0335f8fa901d /drivers
parentfdc1a907b8f790849e071098245ebb3d015f35d2 (diff)
Improved default directional shadow params, added bias split scale, closes #9828
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp5
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp1
2 files changed, 4 insertions, 2 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index f4dd9682a1..a492629dae 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -4445,9 +4445,10 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
}
}
+ float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]);
zfar = light->param[VS::LIGHT_PARAM_RANGE];
- bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
- normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
+ bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult;
+ normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult;
fbo = directional_shadow.fbo;
vp_height = directional_shadow.size;
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index c5c9140874..4cc6dcd5fb 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -4448,6 +4448,7 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
+ light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
light->color = Color(1, 1, 1, 1);
light->shadow = false;