diff options
Diffstat (limited to 'src/rend2/glsl/shadowmask_fp.glsl')
-rw-r--r-- | src/rend2/glsl/shadowmask_fp.glsl | 6 |
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); |