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@@ -14,10 +14,25 @@
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for( int i = 0; i < MAX_SHADOWS; i ++ ) {
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+ // to save on uniform space, we use the sign of @shadowDarkness[ i ] to determine
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+ // whether or not this light is a point light ( shadowDarkness[ i ] < 0 == point light)
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+ bool isPointLight = shadowDarkness[ i ] < 0.0;
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+
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+ // get the real shadow darkness
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+ float realShadowDarkness = abs( shadowDarkness[ i ] );
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+
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+ // for point lights, the uniform @vShadowCoord is re-purposed to hold
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+ // the distance from the light to the world-space position of the fragment.
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+ vec3 lightToPosition = vShadowCoord[ i ].xyz;
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+
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+ float texelSizeX = 1.0 / shadowMapSize[ i ].x;
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+ float texelSizeY = 1.0 / shadowMapSize[ i ].y;
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+
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vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;
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+ float shadow = 0.0;
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- // if ( something && something ) breaks ATI OpenGL shader compiler
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- // if ( all( something, something ) ) using this instead
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+ // if ( something && something ) breaks ATI OpenGL shader compiler
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+ // if ( all( something, something ) ) using this instead
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bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );
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bool inFrustum = all( inFrustumVec );
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@@ -26,148 +41,252 @@
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bool frustumTest = all( frustumTestVec );
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- if ( frustumTest ) {
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-
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- shadowCoord.z += shadowBias[ i ];
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+ if ( frustumTest || isPointLight ) {
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#if defined( SHADOWMAP_TYPE_PCF )
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+ #if defined(POINT_LIGHT_SHADOWS)
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+
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+ if( isPointLight ) {
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+
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+ float cubeTexelSize = 1.0 / ( shadowMapSize[ i ].x * 0.25 );
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+ vec3 baseDirection3D = normalize( lightToPosition );
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+ vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeX, texelSizeY );
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+
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+ initGridSamplingDisk();
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+
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+ float diskRadius = 1.25;
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+ float numSamples = 1.0;
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+ shadow = 0.0;
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+
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+ vec3 baseDirection = normalize( lightToPosition );
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+ float curDistance = length( lightToPosition );
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+
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+ float dist = unpack1K( texture2D( shadowMap[ i ], baseDirection2D ) ) + 0.1;
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+ if ( curDistance >= dist )
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+ shadow += 1.0;
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+
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+ // evaluate each sampling direction
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+ for( int s = 0; s < 20; s++ ) {
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+
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+ vec3 offset = gridSamplingDisk[ s ] * diskRadius * cubeTexelSize;
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+ vec3 adjustedBaseDirection3D = baseDirection3D + offset;
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+ vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeX, texelSizeY );
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+ dist = unpack1K( texture2D( shadowMap[ i ], adjustedBaseDirection2D ) ) + shadowBias[ i ];
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+ if ( curDistance >= dist )
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+ shadow += 1.0;
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+ numSamples += 1.0;
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+
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+ }
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+
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+ shadow /= numSamples;
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+
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+ } else {
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+
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+ #endif
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+
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// Percentage-close filtering
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// (9 pixel kernel)
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// http://fabiensanglard.net/shadowmappingPCF/
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+
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+ /*
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+ // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
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+ // must enroll loop manually
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+ for ( float y = -1.25; y <= 1.25; y += 1.25 )
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+ for ( float x = -1.25; x <= 1.25; x += 1.25 ) {
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+ vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );
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+ // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup
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+ //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );
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+ float fDepth = unpackDepth( rgbaDepth );
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+ if ( fDepth < shadowCoord.z )
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+ shadow += 1.0;
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+ }
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+ shadow /= 9.0;
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+ */
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- float shadow = 0.0;
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+ shadowCoord.z += shadowBias[ i ];
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- /*
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- // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
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- // must enroll loop manually
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+ const float shadowDelta = 1.0 / 9.0;
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- for ( float y = -1.25; y <= 1.25; y += 1.25 )
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- for ( float x = -1.25; x <= 1.25; x += 1.25 ) {
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+ float xPixelOffset = texelSizeX;
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+ float yPixelOffset = texelSizeY;
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- vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );
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+ float dx0 = -1.25 * xPixelOffset;
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+ float dy0 = -1.25 * yPixelOffset;
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+ float dx1 = 1.25 * xPixelOffset;
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+ float dy1 = 1.25 * yPixelOffset;
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- // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup
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- //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );
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+ fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
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+ if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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- float fDepth = unpackDepth( rgbaDepth );
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+ fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
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+ if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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- if ( fDepth < shadowCoord.z )
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- shadow += 1.0;
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+ fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
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+ if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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+
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+ fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
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+ if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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- }
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+ fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );
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+ if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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- shadow /= 9.0;
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+ fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
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+ if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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- */
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+ fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
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+ if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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- const float shadowDelta = 1.0 / 9.0;
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+ fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
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+ if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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- float xPixelOffset = 1.0 / shadowMapSize[ i ].x;
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- float yPixelOffset = 1.0 / shadowMapSize[ i ].y;
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+ fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
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+ if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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- float dx0 = -1.25 * xPixelOffset;
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- float dy0 = -1.25 * yPixelOffset;
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- float dx1 = 1.25 * xPixelOffset;
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- float dy1 = 1.25 * yPixelOffset;
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+ #if defined(POINT_LIGHT_SHADOWS)
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- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
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- if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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+ }
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- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
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- if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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+ #endif
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- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
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- if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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+ shadowColor = shadowColor * vec3( ( 1.0 - realShadowDarkness * shadow ) );
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- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
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- if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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+ #elif defined( SHADOWMAP_TYPE_PCF_SOFT )
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- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );
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- if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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+ #if defined(POINT_LIGHT_SHADOWS)
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- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
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- if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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+ if( isPointLight ) {
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- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
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- if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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+ float cubeTexelSize = 1.0 / ( shadowMapSize[ i ].x * 0.25 );
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+ vec3 baseDirection3D = normalize( lightToPosition );
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+ vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeX, texelSizeY );
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- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
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- if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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+ initGridSamplingDisk();
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- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
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- if ( fDepth < shadowCoord.z ) shadow += shadowDelta;
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+ float diskRadius = 2.25;
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+ float numSamples = 1.0;
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+ shadow = 0.0;
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- shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );
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+ vec3 baseDirection = normalize( lightToPosition );
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+ float curDistance = length( lightToPosition );
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- #elif defined( SHADOWMAP_TYPE_PCF_SOFT )
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+ float dist = unpack1K( texture2D( shadowMap[ i ], baseDirection2D ) ) + 0.1;
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+ if ( curDistance >= dist )
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+ shadow += 1.0;
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+
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+ // evaluate each sampling direction
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+ for( int s = 0; s < 20; s++ ) {
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+
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+ vec3 offset = gridSamplingDisk[ s ] * diskRadius * cubeTexelSize;
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+ vec3 adjustedBaseDirection3D = baseDirection3D + offset;
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+ vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeX, texelSizeY );
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+ dist = unpack1K( texture2D( shadowMap[ i ], adjustedBaseDirection2D ) ) + shadowBias[ i ];
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+ if ( curDistance >= dist )
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+ shadow += 1.0;
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+ numSamples += 1.0;
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+
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+ }
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+
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+ shadow /= numSamples;
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+
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+ } else {
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+
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+ #endif
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// Percentage-close filtering
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// (9 pixel kernel)
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// http://fabiensanglard.net/shadowmappingPCF/
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- float shadow = 0.0;
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+ shadowCoord.z += shadowBias[ i ];
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+
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+ float xPixelOffset = texelSizeX;
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+ float yPixelOffset = texelSizeY;
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+
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+ float dx0 = -1.0 * xPixelOffset;
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+ float dy0 = -1.0 * yPixelOffset;
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+ float dx1 = 1.0 * xPixelOffset;
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+ float dy1 = 1.0 * yPixelOffset;
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- float xPixelOffset = 1.0 / shadowMapSize[ i ].x;
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- float yPixelOffset = 1.0 / shadowMapSize[ i ].y;
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+ mat3 shadowKernel;
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+ mat3 depthKernel;
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- float dx0 = -1.0 * xPixelOffset;
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- float dy0 = -1.0 * yPixelOffset;
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- float dx1 = 1.0 * xPixelOffset;
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- float dy1 = 1.0 * yPixelOffset;
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+ depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
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+ depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
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+ depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
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+ depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
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+ depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );
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+ depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
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+ depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
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+ depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
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+ depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
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- mat3 shadowKernel;
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- mat3 depthKernel;
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+ vec3 shadowZ = vec3( shadowCoord.z );
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+ shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));
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+ shadowKernel[0] *= vec3(0.25);
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- depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
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- depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
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- depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
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- depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
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- depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );
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- depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
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- depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
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- depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
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- depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
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+ shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));
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+ shadowKernel[1] *= vec3(0.25);
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- vec3 shadowZ = vec3( shadowCoord.z );
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- shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));
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- shadowKernel[0] *= vec3(0.25);
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+ shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));
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+ shadowKernel[2] *= vec3(0.25);
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- shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));
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- shadowKernel[1] *= vec3(0.25);
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+ vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );
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- shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));
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- shadowKernel[2] *= vec3(0.25);
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+ shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );
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+ shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );
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- vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );
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+ vec4 shadowValues;
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+ shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );
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+ shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );
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+ shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );
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+ shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );
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- shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );
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- shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );
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+ shadow = dot( shadowValues, vec4( 1.0 ) );
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- vec4 shadowValues;
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- shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );
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- shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );
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- shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );
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- shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );
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+ #if defined(POINT_LIGHT_SHADOWS)
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+
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+ }
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- shadow = dot( shadowValues, vec4( 1.0 ) );
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+ #endif
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- shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );
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+ shadowColor = shadowColor * vec3( ( 1.0 - realShadowDarkness * shadow ) );
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#else
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- vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );
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- float fDepth = unpackDepth( rgbaDepth );
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+ #if defined(POINT_LIGHT_SHADOWS)
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+
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+ if( isPointLight ) {
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+
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+ vec3 baseDirection3D = normalize( lightToPosition );
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+ vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeX, texelSizeY );
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+ vec4 data = texture2D( shadowMap[ i ], baseDirection2D );
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+ float dist = unpack1K( data ) + shadowBias[ i ];
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+ if ( length( lightToPosition ) >= dist)
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+ shadowColor = shadowColor * vec3( 1.0 - realShadowDarkness );
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+
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+ } else {
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+
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+ #endif
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+ shadowCoord.z += shadowBias[ i ];
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+
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+ vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );
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+ float fDepth = unpackDepth( rgbaDepth );
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+
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+ if ( fDepth < shadowCoord.z )
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+
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+ // spot with multiple shadows is darker
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+
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+ shadowColor = shadowColor * vec3( 1.0 - realShadowDarkness );
|
|
|
|
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- if ( fDepth < shadowCoord.z )
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|
|
+ // spot with multiple shadows has the same color as single shadow spot
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|
|
|
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|
- // spot with multiple shadows is darker
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|
|
+ // shadowColor = min( shadowColor, vec3( realShadowDarkness ) );
|
|
|
|
|
|
- shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );
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|
|
+ #if defined(POINT_LIGHT_SHADOWS)
|
|
|
|
|
|
- // spot with multiple shadows has the same color as single shadow spot
|
|
|
+ }
|
|
|
|
|
|
- // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );
|
|
|
+ #endif
|
|
|
|
|
|
#endif
|
|
|
|