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author | Clément Foucault <foucault.clem@gmail.com> | 2019-09-07 00:06:58 +0300 |
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committer | YimingWu <xp8110@outlook.com> | 2019-09-12 04:13:02 +0300 |
commit | a49481a93aa8b7681e117f984d357a09d158916f (patch) | |
tree | aa9a84fa8cd7957b6bbced25005128059abe53f7 | |
parent | db9428c9ae022880ef7f2e2f29748095d2f7b2d9 (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. */ |