Update leenkx/Shaders/std/shadows.glsl
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		| @ -88,7 +88,7 @@ float lpToDepth(vec3 lp, const vec2 lightProj) { | |||||||
| } | } | ||||||
|  |  | ||||||
| #ifndef _ShadowMapAtlas | #ifndef _ShadowMapAtlas | ||||||
| vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, vec3 lp, vec3 ml, float bias, vec2 lightProj, vec3 n, bool transparent) { | vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, vec3 lp, vec3 ml, float bias, vec2 lightProj, vec3 n, const bool transparent) { | ||||||
|     const float s = shadowmapCubePcfSize; |     const float s = shadowmapCubePcfSize; | ||||||
|     float compare = lpToDepth(lp, lightProj) - bias * 1.5; |     float compare = lpToDepth(lp, lightProj) - bias * 1.5; | ||||||
|     ml = ml + n * bias * 20; |     ml = ml + n * bias * 20; | ||||||
|  | |||||||
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