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authorClément Foucault <foucault.clem@gmail.com>2017-06-02 21:50:04 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-03 01:54:01 +0300
commit0d52f8daea3b6603db83f41aa97fb137b4c97bcc (patch)
treee67899497e222d332e7fd96eea8dccfb1496ac32 /source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
parent4bd2de2030f5c655256c9108eef53b536768d9be (diff)
Eevee: Polishing of Exponential Shadow mapping
Added exponent parameter to tweak light bleeding. Added depth bias to the shadow test. Added better blurring using 32 samples.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/shadow_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_frag.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
index 7a8b06e3430..3fc3c146c66 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
@@ -3,6 +3,7 @@ layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
vec4 lampPosition;
int layer;
+ float exponent;
};
in vec3 worldPosition;
@@ -11,5 +12,5 @@ out vec4 FragColor;
void main() {
float dist = distance(lampPosition.xyz, worldPosition.xyz);
- FragColor = vec4(exp(5.0 * dist), 0.0, 0.0, 1.0);
+ FragColor = vec4(dist, 0.0, 0.0, 1.0);
}