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@@ -267,14 +267,14 @@ export default /* glsl */`
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#ifdef USE_REVERSED_DEPTH_BUFFER
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#ifdef USE_REVERSED_DEPTH_BUFFER
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float dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
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float dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
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+ dp -= shadowBias;
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#else
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#else
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float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
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float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
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+ dp += shadowBias;
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#endif
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#endif
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-
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- dp += shadowBias;
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// Hardware PCF with LinearFilter gives us 4-tap filtering per sample
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// Hardware PCF with LinearFilter gives us 4-tap filtering per sample
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// Use Vogel disk + IGN sampling for better quality
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// Use Vogel disk + IGN sampling for better quality
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