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Reverted the split fade optimization.

Lasse Öörni 13 years ago
parent
commit
bb821f2a3c
2 changed files with 3 additions and 8 deletions
  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
 #ifdef DIRLIGHT
 float GetDirShadow(vec4 shadowPos, float depth)
 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)
 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.
 - 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
 \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.
 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.