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