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author | Clément Foucault <foucault.clem@gmail.com> | 2019-09-07 00:06:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-09-07 01:44:20 +0300 |
commit | 44aaee573adbd3dd7dc247d7c4dc0ea4011b8d0b (patch) | |
tree | 2a2f3a057214f2e749edc4d0f172b65d3020b36e | |
parent | d288776cef7d69970f050800d3b230349fd08865 (diff) |
EEVEE: Shadows: Fix incorrect shadowing near point lights source
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lights_lib.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl index 72017e971fc..b1c78cae54f 100644 --- a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl @@ -92,7 +92,7 @@ float sample_cube_shadow(int shadow_id, vec3 W) { int data_id = int(sd(shadow_id).sh_data_index); vec3 cubevec = transform_point(scube(data_id).shadowmat, W); - float dist = max_v3(abs(cubevec)) - sd(shadow_id).sh_bias; + float dist = max(sd(shadow_id).sh_near, max_v3(abs(cubevec)) - sd(shadow_id).sh_bias); dist = buffer_depth(true, dist, sd(shadow_id).sh_far, sd(shadow_id).sh_near); /* Manual Shadow Cube Layer indexing. */ /* TODO Shadow Cube Array. */ |