Fix missing shadows when sun tilt is zero

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x2048 2023-03-11 13:49:40 +01:00 committed by GitHub
parent ad41d0af9d
commit 1de8a1e962
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4 changed files with 4 additions and 4 deletions

@ -392,7 +392,7 @@ void main(void)
float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0)); float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5) if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
distance_rate = 0.0; distance_rate = 0.0;
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0); float f_adj_shadow_strength = max(adj_shadow_strength - mtsmoothstep(0.9, 1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) { if (distance_rate > 1e-7) {

@ -241,7 +241,7 @@ void main(void)
float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos)); float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos));
if (f_normal_length > 0.0) { if (f_normal_length > 0.0) {
nNormal = normalize(vNormal); nNormal = normalize(vNormal);
cosLight = dot(nNormal, -v_LightDirection); cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5); float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) / normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
xyPerspectiveBias1 / f_textureresolution; xyPerspectiveBias1 / f_textureresolution;

@ -393,7 +393,7 @@ void main(void)
float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0)); float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5) if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
distance_rate = 0.0; distance_rate = 0.0;
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0); float f_adj_shadow_strength = max(adj_shadow_strength - mtsmoothstep(0.9, 1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) { if (distance_rate > 1e-7) {

@ -146,7 +146,7 @@ void main(void)
float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition)); float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
if (f_normal_length > 0.0) { if (f_normal_length > 0.0) {
nNormal = normalize(vNormal); nNormal = normalize(vNormal);
cosLight = dot(nNormal, -v_LightDirection); cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5); float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) / normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
xyPerspectiveBias1 / f_textureresolution; xyPerspectiveBias1 / f_textureresolution;