diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl index 9b852a57ec4..b1e3a40e8d2 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl @@ -98,7 +98,7 @@ vec3 light_volume(LightData ld, vec4 l_vector) return tint * lum; } -#define VOLUMETRIC_SHADOW_MAX_STEP 32.0 +#define VOLUMETRIC_SHADOW_MAX_STEP 128.0 vec3 participating_media_extinction(vec3 wpos, sampler3D volume_extinction) { @@ -115,10 +115,10 @@ vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, sampler3D v #if defined(VOLUME_SHADOW) /* Heterogeneous volume shadows */ float dd = l_vector.w / volShadowSteps; - vec3 L = l_vector.xyz * l_vector.w; + vec3 L = l_vector.xyz / volShadowSteps; vec3 shadow = vec3(1.0); - for (float s = 0.5; s < VOLUMETRIC_SHADOW_MAX_STEP && s < (volShadowSteps - 0.1); s += 1.0) { - vec3 pos = ray_wpos + L * (s / volShadowSteps); + for (float s = 1.0; s < VOLUMETRIC_SHADOW_MAX_STEP && s <= volShadowSteps; s += 1.0) { + vec3 pos = ray_wpos + L * s; vec3 s_extinction = participating_media_extinction(pos, volume_extinction); shadow *= exp(-s_extinction * dd); } |