diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-02 21:50:04 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-03 01:54:01 +0300 |
commit | 0d52f8daea3b6603db83f41aa97fb137b4c97bcc (patch) | |
tree | e67899497e222d332e7fd96eea8dccfb1496ac32 /source/blender/draw/engines/eevee/shaders/shadow_geom.glsl | |
parent | 4bd2de2030f5c655256c9108eef53b536768d9be (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.glsl | 1 |
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; |