diff --git a/leenkx/Shaders/std/constants.glsl b/leenkx/Shaders/std/constants.glsl index 72739f7..fc03b31 100644 --- a/leenkx/Shaders/std/constants.glsl +++ b/leenkx/Shaders/std/constants.glsl @@ -21,25 +21,25 @@ const int DIFFUSE_CONE_COUNT = 16; const float SHADOW_CONE_APERTURE = radians(15.0); -const float DIFFUSE_CONE_APERTURE = radians(45.0); +const float DIFFUSE_CONE_APERTURE = radians(50.0); const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[]( - vec3( 0.0000, 0.0000, 1.0000), // top (zenith) - vec3( 0.5257, 0.0000, 0.8506), - vec3(-0.5257, 0.0000, 0.8506), - vec3( 0.0000, 0.5257, 0.8506), - vec3( 0.0000, -0.5257, 0.8506), - vec3( 0.3717, 0.3717, 0.8506), - vec3(-0.3717, 0.3717, 0.8506), - vec3( 0.3717, -0.3717, 0.8506), - vec3(-0.3717, -0.3717, 0.8506), - vec3( 0.6300, 0.2706, 0.7274), - vec3(-0.6300, 0.2706, 0.7274), - vec3( 0.6300, -0.2706, 0.7274), - vec3(-0.6300, -0.2706, 0.7274), - vec3( 0.2706, 0.6300, 0.7274), - vec3(-0.2706, 0.6300, 0.7274), - vec3( 0.2706, -0.6300, 0.7274) + vec3( 0.0000, 0.0000, 1.0000), + vec3( 0.7236, 0.5257, 0.4472), + vec3(-0.2764, 0.8506, 0.4472), + vec3(-0.8944, 0.0000, 0.4472), + vec3(-0.2764, -0.8506, 0.4472), + vec3( 0.7236, -0.5257, 0.4472), + vec3( 0.7236, 0.5257, -0.4472), + vec3(-0.2764, 0.8506, -0.4472), + vec3(-0.8944, 0.0000, -0.4472), + vec3(-0.2764, -0.8506, -0.4472), + vec3( 0.7236, -0.5257, -0.4472), + vec3( 0.2764, 0.8506, 0.4472), + vec3(-0.7236, 0.5257, 0.4472), + vec3(-0.7236, -0.5257, 0.4472), + vec3( 0.2764, -0.8506, 0.4472), + vec3( 0.0000, 0.0000, -1.0000) );