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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_store_vert.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_store_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/shadow_store_vert.glsl | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_vert.glsl new file mode 100644 index 00000000000..dee020f19b4 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/shadow_store_vert.glsl @@ -0,0 +1,8 @@ + +in vec3 pos; + +out vec4 vPos; + +void main() { + vPos = vec4(pos, 1.0); +}
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