diff options
Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 18 |
1 files changed, 6 insertions, 12 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 2b0b095ac9..958de94485 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1218,11 +1218,11 @@ LIGHT_SHADER_CODE #define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r) float sample_shadow( - highp sampler2D shadow,highp vec4 spos) { + highp sampler2D shadow, highp vec4 spos) { #ifdef SHADOW_MODE_PCF_13 - spos.xyz/=spos.w; + spos.xyz /= spos.w; vec2 pos = spos.xy; float depth = spos.z; @@ -1244,7 +1244,7 @@ float sample_shadow( #ifdef SHADOW_MODE_PCF_5 - spos.xyz/=spos.w; + spos.xyz /= spos.w; vec2 pos = spos.xy; float depth = spos.z; @@ -1541,9 +1541,8 @@ FRAGMENT_SHADER_CODE #ifdef USE_SHADOW - #ifdef USE_VERTEX_LIGHTING -//compute shadows in a mobile friendly way + //compute shadows in a mobile friendly way #ifdef LIGHT_USE_PSSM4 //take advantage of prefetch @@ -1552,7 +1551,6 @@ FRAGMENT_SHADER_CODE float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3); float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4); - if (depth_z < light_split_offsets.w) { float pssm_fade = 0.0; float shadow_att = 1.0; @@ -1605,7 +1603,6 @@ FRAGMENT_SHADER_CODE } #endif light_att *= shadow_att; - } #endif //LIGHT_USE_PSSM4 @@ -1616,8 +1613,6 @@ FRAGMENT_SHADER_CODE float shadow1 = sample_shadow(light_directional_shadow, shadow_coord); float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2); - - if (depth_z < light_split_offsets.y) { float shadow_att = 1.0; float pssm_fade = 0.0; @@ -1680,12 +1675,11 @@ FRAGMENT_SHADER_CODE #ifdef LIGHT_USE_PSSM4 - if (depth_z < light_split_offsets.y) { - if (depth_z < light_split_offsets.x) { + if (depth_z < light_split_offsets.x) { pssm_coord = shadow_coord; -#ifdef LIGHT_USE_PSSM_BLEND +#ifdef LIGHT_USE_PSSM_BLEND pssm_coord2 = shadow_coord2; pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z); |