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authorClément Foucault <foucault.clem@gmail.com>2017-05-20 17:47:33 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-05-20 17:58:07 +0300
commit67b9a5b3d64e0c52b4da844d41c749c924da742d (patch)
tree4812bd45517566178286e95aa96d5d7f011b22fc /source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
parentd9d65a06d3db36efd5848cf7ae3e08c72c2c296b (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.glsl11
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);
}