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authorClément Foucault <foucault.clem@gmail.com>2017-05-20 14:16:14 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-05-20 17:58:07 +0300
commitd9d65a06d3db36efd5848cf7ae3e08c72c2c296b (patch)
tree74157d860a6191d92b70df8c8b3f667bc9302ca4 /source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
parent4c3382d55f98c721f6116919acce4abba8f01f11 (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.glsl5
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);
}