diff options
Diffstat (limited to 'src/renderergl2/glsl/shadowmask_fp.glsl')
-rw-r--r-- | src/renderergl2/glsl/shadowmask_fp.glsl | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/src/renderergl2/glsl/shadowmask_fp.glsl b/src/renderergl2/glsl/shadowmask_fp.glsl index 4bac5ccd..b489fef5 100644 --- a/src/renderergl2/glsl/shadowmask_fp.glsl +++ b/src/renderergl2/glsl/shadowmask_fp.glsl @@ -18,6 +18,10 @@ uniform vec4 u_ViewInfo; // zfar / znear, zfar varying vec2 var_DepthTex; varying vec3 var_ViewDir; +// depth is GL_DEPTH_COMPONENT24 +// so the maximum error is 1.0 / 2^24 +#define DEPTH_MAX_ERROR 0.000000059604644775390625 + // Input: It uses texture coords as the random number seed. // Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive. // Author: Michael Pohoreski @@ -39,7 +43,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist) { float mult; float scale = 2.0 / r_shadowMapSize; - + #if defined(USE_SHADOW_FILTER) float r = random(var_DepthTex.xy); float sinr = sin(r) * scale; @@ -71,6 +75,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist) float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear) { float sampleZDivW = texture2D(depthMap, tex).r; + sampleZDivW -= DEPTH_MAX_ERROR; return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW); } @@ -81,7 +86,7 @@ void main() 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); + vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0); vec4 shadowpos = u_ShadowMvp * biasPos; |