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author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-02 21:50:04 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-03 01:54:01 +0300 |
commit | 0d52f8daea3b6603db83f41aa97fb137b4c97bcc (patch) | |
tree | e67899497e222d332e7fd96eea8dccfb1496ac32 /source/blender/draw/engines/eevee/shaders/shadow_frag.glsl | |
parent | 4bd2de2030f5c655256c9108eef53b536768d9be (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.glsl | 3 |
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); } |