diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-05-20 17:47:33 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-05-20 17:58:07 +0300 |
commit | 67b9a5b3d64e0c52b4da844d41c749c924da742d (patch) | |
tree | 4812bd45517566178286e95aa96d5d7f011b22fc /source/blender/draw/engines/eevee/shaders/shadow_frag.glsl | |
parent | d9d65a06d3db36efd5848cf7ae3e08c72c2c296b (diff) |
Eevee: Initial implementation of exponential shadowmaps
Also fixes the rendering of depth.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/shadow_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/shadow_frag.glsl | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl index 0b7356d812b..7a8b06e3430 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl @@ -1,8 +1,15 @@ -in float linearDistance; +layout(std140) uniform shadow_render_block { + mat4 ShadowMatrix[6]; + vec4 lampPosition; + int layer; +}; + +in vec3 worldPosition; out vec4 FragColor; void main() { - FragColor = vec4(linearDistance, 0.0, 0.0, 1.0); + float dist = distance(lampPosition.xyz, worldPosition.xyz); + FragColor = vec4(exp(5.0 * dist), 0.0, 0.0, 1.0); } |