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@@ -74,8 +74,8 @@ layout(std140) uniform SceneData { //ubo:0
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float ambient_energy;
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float ambient_energy;
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float bg_energy;
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float bg_energy;
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- float shadow_z_offset;
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- float shadow_z_slope_scale;
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+ float z_offset;
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+ float z_slope_scale;
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float shadow_dual_paraboloid_render_zfar;
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float shadow_dual_paraboloid_render_zfar;
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float shadow_dual_paraboloid_render_side;
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float shadow_dual_paraboloid_render_side;
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@@ -319,7 +319,7 @@ VERTEX_SHADER_CODE
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//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
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//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
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- highp vec3 vtx = vertex_interp+normalize(vertex_interp)*shadow_z_offset;
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+ highp vec3 vtx = vertex_interp+normalize(vertex_interp)*z_offset;
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highp float distance = length(vtx);
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highp float distance = length(vtx);
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vtx = normalize(vtx);
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vtx = normalize(vtx);
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vtx.xy/=1.0-vtx.z;
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vtx.xy/=1.0-vtx.z;
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@@ -332,8 +332,8 @@ VERTEX_SHADER_CODE
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#else
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#else
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- float z_ofs = shadow_z_offset;
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- z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale;
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+ float z_ofs = z_offset;
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+ z_ofs += (1.0-abs(normal_interp.z))*z_slope_scale;
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vertex_interp.z-=z_ofs;
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vertex_interp.z-=z_ofs;
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#endif //RENDER_DEPTH_DUAL_PARABOLOID
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#endif //RENDER_DEPTH_DUAL_PARABOLOID
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@@ -446,8 +446,8 @@ layout(std140) uniform SceneData {
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float ambient_energy;
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float ambient_energy;
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float bg_energy;
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float bg_energy;
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- float shadow_z_offset;
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- float shadow_z_slope_scale;
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+ float z_offset;
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+ float z_slope_scale;
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float shadow_dual_paraboloid_render_zfar;
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float shadow_dual_paraboloid_render_zfar;
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float shadow_dual_paraboloid_render_side;
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float shadow_dual_paraboloid_render_side;
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