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authorJuan Linietsky <reduzio@gmail.com>2020-04-12 15:33:57 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-04-12 15:33:57 -0300
commita57dc398dbe69d353da50e714bcc76e0ec78b578 (patch)
tree5dbb47b1a3875541880c120f846aba3ddb7e5495 /servers/rendering/rasterizer_rd/shaders
parentd160644c88278f55d0bf51560747d88aa0ef59e8 (diff)
Implement MSAA
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl2
1 files changed, 2 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 70ce8d61e4..da2c79b271 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -976,6 +976,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
#ifdef LIGHT_TRANSMITTANCE_USED
{
+ vec4 clamp_rect = lights.data[idx].atlas_rect;
+
//redo shadowmapping, but shrink the model a bit to avoid arctifacts
splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));