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-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl19
1 files changed, 5 insertions, 14 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index 28507e6c12..f961249dce 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -585,23 +585,14 @@ void main() {
if (spot_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = spot_lights.data[light_index].atlas_rect;
- vec2 flip_offset = spot_lights.data[light_index].direction.xy;
- vec3 local_vert = (spot_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz;
+ vec4 v = vec4(view_pos, 1.0);
- float shadow_len = length(local_vert); //need to remember shadow len from here
- vec3 shadow_sample = normalize(local_vert);
-
- if (shadow_sample.z >= 0.0) {
- uv_rect.xy += flip_offset;
- }
-
- shadow_sample.z = 1.0 + abs(shadow_sample.z);
- vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - spot_lights.data[light_index].shadow_bias);
- pos.z *= spot_lights.data[light_index].inv_radius;
+ vec4 splane = (spot_lights.data[light_index].shadow_matrix * v);
+ splane.z -= spot_lights.data[light_index].shadow_bias / (d * spot_lights.data[light_index].inv_radius);
+ splane /= splane.w;
- pos.xy = pos.xy * 0.5 + 0.5;
- pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+ vec3 pos = vec3(splane.xy * spot_lights.data[light_index].atlas_rect.zw + spot_lights.data[light_index].atlas_rect.xy, splane.z);
float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;