Update leenkx/Shaders/std/shadows.glsl
This commit is contained in:
		@ -236,12 +236,14 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap, sampler2D shadowMapTransparent, cons
 | 
				
			|||||||
	#endif
 | 
						#endif
 | 
				
			||||||
	result.x += texture(shadowMap, vec3(uvtiled, compare));
 | 
						result.x += texture(shadowMap, vec3(uvtiled, compare));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(-1.0, 1.0) / smSize)));
 | 
						#ifdef _ShadowMapTransparent
 | 
				
			||||||
	pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
 | 
						if (transparent == false) {
 | 
				
			||||||
	uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
 | 
							vec4 shadowmap_transparent = texture(shadowMapTransparent, uvtiled);
 | 
				
			||||||
	#ifdef _FlipY
 | 
							if (shadowmap_transparent.a < compare)
 | 
				
			||||||
	uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
 | 
								result *= shadowmap_transparent.rgb;
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
	#endif
 | 
						#endif
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	result.x += texture(shadowMap, vec3(uvtiled, compare));
 | 
						result.x += texture(shadowMap, vec3(uvtiled, compare));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(0.0, -1.0) / smSize)));
 | 
						uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(0.0, -1.0) / smSize)));
 | 
				
			||||||
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user