Jelajahi Sumber

Reverted the split fade optimization.

Lasse Öörni 13 tahun lalu
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bb821f2a3c
2 mengubah file dengan 3 tambahan dan 8 penghapusan
  1. 1 8
      Bin/CoreData/Shaders/GLSL/Lighting.frag
  2. 2 0
      Docs/Reference.dox

+ 1 - 8
Bin/CoreData/Shaders/GLSL/Lighting.frag

@@ -99,14 +99,7 @@ float GetPointShadow(vec3 lightVec)
 #ifdef DIRLIGHT
 float GetDirShadow(vec4 shadowPos, float depth)
 {
-    #ifndef GL_ES
-        return min(GetShadow(shadowPos) + clamp((depth - cShadowDepthFade.z) * cShadowDepthFade.w, 0.0, 1.0), 1.0);
-    #else
-        if (depth < cShadowDepthFade.z)
-            return GetShadow(shadowPos);
-        else
-            return 1.0;
-    #endif
+    return min(GetShadow(shadowPos) + clamp((depth - cShadowDepthFade.z) * cShadowDepthFade.w, 0.0, 1.0), 1.0);
 }
 
 vec4 GetDirShadowPos(const vec4 shadowPos[4], float depth)

+ 2 - 0
Docs/Reference.dox

@@ -548,6 +548,8 @@ OpenGL ES 2.0 has further limitations:
 
 - To reduce fillrate, the stencil buffer is not reserved and the stencil test is not available. As a consequence, the light stencil masking optimization is not used.
 
+- For improved performance, shadow quality is reduced: there is no smooth PCF filtering, maximum 2 shadow map samples are used in high quality mode, and shadow intensity is not configurable but always maximum.
+
 \page Materials Materials
 
 Material and Technique resources define how to render 3D scene geometry. On the disk, they are XML data. By default, materials exist in the Bin/CoreData/Materials & Bin/Data/Materials subdirectories, and techniques exist in the Bin/CoreData/Techniques subdirectory.