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Removed ignored parameter, amending #7153.

tschw hace 10 años
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30a5fb2d2b

+ 5 - 5
src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl

@@ -51,7 +51,7 @@
 
 						float cubeTexelSize = 1.0 / ( shadowMapSize[ i ].x * 0.25 );
 						vec3 baseDirection3D = normalize( lightToPosition );
-						vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeX, texelSizeY );
+						vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeY );
 
 						initGridSamplingDisk();
 
@@ -71,7 +71,7 @@
 						 
 							vec3 offset = gridSamplingDisk[ s ] * diskRadius * cubeTexelSize;
 							vec3 adjustedBaseDirection3D = baseDirection3D + offset;
-							vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeX, texelSizeY );
+							vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeY );
 							dist = unpack1K( texture2D( shadowMap[ i ],  adjustedBaseDirection2D ) ) + shadowBias[ i ];
 							if ( curDistance >= dist )
 								shadow += 1.0;
@@ -159,7 +159,7 @@
 
 						float cubeTexelSize = 1.0 / ( shadowMapSize[ i ].x * 0.25 );
 						vec3 baseDirection3D = normalize( lightToPosition );
-						vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeX, texelSizeY );
+						vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeY );
 
 						initGridSamplingDisk();
 
@@ -179,7 +179,7 @@
 
 							vec3 offset = gridSamplingDisk[ s ] * diskRadius * cubeTexelSize;
 							vec3 adjustedBaseDirection3D = baseDirection3D + offset;
-							vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeX, texelSizeY );
+							vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeY );
 							dist = unpack1K( texture2D( shadowMap[ i ],  adjustedBaseDirection2D ) ) + shadowBias[ i ];
 							if ( curDistance >= dist )
 								shadow += 1.0;
@@ -258,7 +258,7 @@
 					if( isPointLight ) {
 
 						vec3 baseDirection3D = normalize( lightToPosition );
-						vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeX, texelSizeY );
+						vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeY );
 						vec4 data = texture2D( shadowMap[ i ],  baseDirection2D );
 						float dist = unpack1K( data ) + shadowBias[ i ];
 						if ( length( lightToPosition ) >= dist)

+ 1 - 1
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl

@@ -42,7 +42,7 @@
 		// Source and test bed:
 		// https://gist.github.com/tschw/da10c43c467ce8afd0c4
 
-		vec2 cubeToUV( vec3 v, float texelSizeX, float texelSizeY ) {
+		vec2 cubeToUV( vec3 v, float texelSizeY ) {
 
 			// Number of texels to avoid at the edge of each square