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@@ -1499,9 +1499,12 @@ LIGHT_SHADER_CODE
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#endif
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#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture2D(p_shadow, p_pos)))
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-#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(texture2DProj(p_shadow, p_pos)))
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float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
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+ spos.xyz /= spos.w;
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+ vec2 pos = spos.xy;
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+ float depth = spos.z;
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+
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#ifdef SHADOW_MODE_PCF_13
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// Soft PCF filter adapted from three.js:
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@@ -1509,9 +1512,6 @@ float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
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// This method actually uses 16 shadow samples. This soft filter isn't needed in GLES3
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// as we can use hardware-based linear filtering instead of emulating it in the shader
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// like we're doing here.
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- spos.xyz /= spos.w;
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- vec2 pos = spos.xy;
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- float depth = spos.z;
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vec2 f = fract(pos * (1.0 / shadow_pixel_size) + 0.5);
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pos -= f * shadow_pixel_size;
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@@ -1549,10 +1549,6 @@ float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
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#ifdef SHADOW_MODE_PCF_5
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- spos.xyz /= spos.w;
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- vec2 pos = spos.xy;
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- float depth = spos.z;
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-
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float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
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avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
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avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
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@@ -1562,9 +1558,9 @@ float sample_shadow(highp sampler2D shadow, highp vec4 spos) {
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#endif
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-#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
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+#if !defined(SHADOW_MODE_PCF_5) && !defined(SHADOW_MODE_PCF_13)
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- return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos);
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+ return SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
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#endif
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}
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