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author | Clément Foucault <foucault.clem@gmail.com> | 2017-05-20 14:16:14 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-05-20 17:58:07 +0300 |
commit | d9d65a06d3db36efd5848cf7ae3e08c72c2c296b (patch) | |
tree | 74157d860a6191d92b70df8c8b3f667bc9302ca4 /source/blender/draw/engines/eevee/shaders/shadow_frag.glsl | |
parent | 4c3382d55f98c721f6116919acce4abba8f01f11 (diff) |
Eevee: Move cube shadows to octahedron shadowmaps.
We render linear distance to the light in a R32 texture and store it into an octahedron projection inside a 2D texture array.
This render the sampling function much more simpler and without edge artifacts.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/shadow_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/shadow_frag.glsl | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl index 29335207851..0b7356d812b 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl @@ -1,3 +1,8 @@ +in float linearDistance; + +out vec4 FragColor; + void main() { + FragColor = vec4(linearDistance, 0.0, 0.0, 1.0); } |