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Fix missing shadows when sun tilt is zero
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ad41d0af9d
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@ -241,7 +241,7 @@ void main(void)
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float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos));
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float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos));
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if (f_normal_length > 0.0) {
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if (f_normal_length > 0.0) {
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nNormal = normalize(vNormal);
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nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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xyPerspectiveBias1 / f_textureresolution;
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xyPerspectiveBias1 / f_textureresolution;
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@ -146,7 +146,7 @@ void main(void)
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float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
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float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
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if (f_normal_length > 0.0) {
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if (f_normal_length > 0.0) {
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nNormal = normalize(vNormal);
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nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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xyPerspectiveBias1 / f_textureresolution;
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xyPerspectiveBias1 / f_textureresolution;
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