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Bugfix: Directional shadows are now rendered properly when using the OpenGL backend

BearishSun 8 years ago
parent
commit
d92a7c4e1a

BIN
Data/Engine/Includes/ShadowDepthBase.bslinc.asset


BIN
Data/Engine/Shaders/DeferredDirectionalLight.bsl.asset


BIN
Data/Engine/Shaders/ShadowDepthCube.bsl.asset


BIN
Data/Engine/Shaders/ShadowDepthDirectional.bsl.asset


BIN
Data/Engine/Shaders/ShadowDepthNormal.bsl.asset


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Data/Engine/Shaders/ShadowProject.bsl.asset


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Data/Engine/Shaders/TiledDeferredLighting.bsl.asset


+ 1 - 1
Data/Raw/Engine/Includes/ShadowDepthBase.bslinc

@@ -85,7 +85,7 @@ mixin ShadowDepthBase
 			#ifdef USES_PS
 				output.shadowPos = clipPos.z;
 			#else // Otherwise apply bias immediately
-				clipPos.z = max(0, clipPos.z + gDepthBias);
+				clipPos.z = max(DeviceZToNDCZ(0), clipPos.z + gDepthBias);
 			#endif // USES_PS
 			
 			output.position = clipPos;