diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-04 18:33:25 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-04 18:33:34 +0300 |
commit | 101c277e3d8241ad55f6343690b5d96a5e37d1f0 (patch) | |
tree | d5fa83446648b942d06eb0016e42aef8a5c1ae6b /source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl | |
parent | 349d416949d89b0428abf18e8d3b490470c9601d (diff) |
Workbench: Shadows: Fix cap being clipped by far plane.
This was the last remaining problem with shadow volumes (that I know of).
Only extrude until we hit the far plane.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl index 3a61bf0a286..50a721f948f 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl @@ -3,6 +3,7 @@ uniform mat4 ModelViewProjectionMatrix; uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57); +uniform float lightDistance = 1e4; in vec3 pos; @@ -16,5 +17,5 @@ void main() { vData.pos = pos; vData.frontPosition = ModelViewProjectionMatrix * vec4(pos, 1.0); - vData.backPosition = ModelViewProjectionMatrix * vec4(pos + lightDirection * INFINITE, 1.0); + vData.backPosition = ModelViewProjectionMatrix * vec4(pos + lightDirection * lightDistance, 1.0); } |