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authorClément Foucault <foucault.clem@gmail.com>2018-06-04 18:33:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-04 18:33:34 +0300
commit101c277e3d8241ad55f6343690b5d96a5e37d1f0 (patch)
treed5fa83446648b942d06eb0016e42aef8a5c1ae6b /source/blender/draw/engines/workbench/shaders
parent349d416949d89b0428abf18e8d3b490470c9601d (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')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl3
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);
}