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authorClément Foucault <foucault.clem@gmail.com>2017-06-02 21:50:04 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-03 01:54:01 +0300
commit0d52f8daea3b6603db83f41aa97fb137b4c97bcc (patch)
treee67899497e222d332e7fd96eea8dccfb1496ac32 /source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
parent4bd2de2030f5c655256c9108eef53b536768d9be (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_geom.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_geom.glsl1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
index 4bd2999787b..afc78c4a8f8 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
@@ -3,6 +3,7 @@ layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
vec4 lampPosition;
int layer;
+ float exponent;
};
layout(triangles) in;