EDIT: Forward-Z cascaded shadow map failed...
This commit is contained in:
@@ -19,20 +19,20 @@ float hash12(vec2 p)
|
||||
}
|
||||
|
||||
const vec2 POISSON_16[16] = vec2[16](
|
||||
vec2(0.2852, -0.1883), vec2(-0.1464, 0.2591),
|
||||
vec2(-0.3651, -0.0974), vec2(0.0901, 0.3807),
|
||||
vec2(0.4740, 0.0679), vec2(-0.0512, -0.4466),
|
||||
vec2(-0.4497, 0.1673), vec2(0.3347, 0.3211),
|
||||
vec2(0.1948, -0.4196), vec2(-0.2919, -0.3291),
|
||||
vec2(-0.0763, 0.4661), vec2(0.4421, -0.2217),
|
||||
vec2(0.0281, -0.2468), vec2(-0.2104, 0.0573),
|
||||
vec2(0.1197, 0.0779), vec2(-0.0905, -0.1203)
|
||||
vec2(0.2852, -0.1883), vec2(-0.1464, 0.2591),
|
||||
vec2(-0.3651, -0.0974), vec2(0.0901, 0.3807),
|
||||
vec2(0.4740, 0.0679), vec2(-0.0512, -0.4466),
|
||||
vec2(-0.4497, 0.1673), vec2(0.3347, 0.3211),
|
||||
vec2(0.1948, -0.4196), vec2(-0.2919, -0.3291),
|
||||
vec2(-0.0763, 0.4661), vec2(0.4421, -0.2217),
|
||||
vec2(0.0281, -0.2468), vec2(-0.2104, 0.0573),
|
||||
vec2(0.1197, 0.0779), vec2(-0.0905, -0.1203)
|
||||
);
|
||||
|
||||
float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
|
||||
{
|
||||
// Choose cascade based on view-space depth
|
||||
float viewDepth = - (sceneData.view * vec4(worldPos, 1.0)).z; // positive
|
||||
float viewDepth = - (sceneData.view * vec4(worldPos, 1.0)).z;// positive
|
||||
int ci = 0;
|
||||
if (viewDepth > sceneData.cascadeSplitsView.x) ci = 1;
|
||||
if (viewDepth > sceneData.cascadeSplitsView.y) ci = 2;
|
||||
|
||||
Reference in New Issue
Block a user