Update leenkx/Shaders/std/shadows.glsl
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		| @ -88,7 +88,7 @@ float lpToDepth(vec3 lp, const vec2 lightProj) { | ||||
| } | ||||
|  | ||||
| #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; | ||||
|     float compare = lpToDepth(lp, lightProj) - bias * 1.5; | ||||
|     ml = ml + n * bias * 20; | ||||
|  | ||||
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