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authorJames Canete <use.less01@gmail.com>2012-12-06 01:55:45 +0000
committerTim Angus <tim@ngus.net>2013-01-12 21:24:54 +0000
commit241a28e637799fef100619a74a8f88c2954e6754 (patch)
treeedb915d7d901844a3d04646666515404201623b1 /src/rend2/glsl/shadowmask_fp.glsl
parent524bc5d77c1a8f8f2c25443c54ee74e73a5ca39b (diff)
#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders.
Diffstat (limited to 'src/rend2/glsl/shadowmask_fp.glsl')
-rw-r--r--src/rend2/glsl/shadowmask_fp.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/rend2/glsl/shadowmask_fp.glsl b/src/rend2/glsl/shadowmask_fp.glsl
index 2736d26c..b3a698c8 100644
--- a/src/rend2/glsl/shadowmask_fp.glsl
+++ b/src/rend2/glsl/shadowmask_fp.glsl
@@ -15,7 +15,7 @@ uniform mat4 u_ShadowMvp3;
uniform vec3 u_ViewOrigin;
uniform vec4 u_ViewInfo; // zfar / znear, zfar
-varying vec2 var_ScreenTex;
+varying vec2 var_DepthTex;
varying vec3 var_ViewDir;
// Input: It uses texture coords as the random number seed.
@@ -41,7 +41,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
float scale = 2.0 / r_shadowMapSize;
#if defined(USE_SHADOW_FILTER)
- float r = random(var_ScreenTex.xy);
+ float r = random(var_DepthTex.xy);
float sinr = sin(r) * scale;
float cosr = cos(r) * scale;
mat2 rmat = mat2(cosr, sinr, -sinr, cosr);
@@ -78,7 +78,7 @@ void main()
{
float result;
- float depth = getLinearDepth(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x);
+ float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
float sampleZ = u_ViewInfo.y * depth;
vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * depth * 0.99, 1.0);