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shadowmap_fragment.glsl: clean up

Mr.doob 9 years ago
parent
commit
d0c3594e7c
1 changed files with 2 additions and 4 deletions
  1. 2 4
      src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl

+ 2 - 4
src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl

@@ -111,9 +111,8 @@ vec3 shadowMask = vec3( 1.0 );
 				shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z );
 				shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z );
 				shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z );
 				shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z );
 				shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z );
 				shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z );
-				shadow *= 1.0 / 9.0;
 
 
-				shadow *= shadowDarkness[ i ];
+				shadow *= shadowDarkness[ i ] * ( 1.0 / 9.0 );
 
 
 	#elif defined( SHADOWMAP_TYPE_PCF_SOFT )
 	#elif defined( SHADOWMAP_TYPE_PCF_SOFT )
 
 
@@ -131,9 +130,8 @@ vec3 shadowMask = vec3( 1.0 );
 				shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z );
 				shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z );
 				shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z );
 				shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z );
 				shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z );
 				shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z );
-				shadow *= 1.0 / 9.0;
 
 
-				shadow *= shadowDarkness[ i ];
+				shadow *= shadowDarkness[ i ] * ( 1.0 / 9.0 );
 
 
 	#else // no percentage-closer filtering:
 	#else // no percentage-closer filtering: