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Commit c1fdf0e2 authored by Brad Linden's avatar Brad Linden
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Fixup mac compatibility for SL-18762 shadowUtil.glsl changes

parent 3a24197c
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2 merge requests!3Update to main branch,!2Rebase onto current main branch
...@@ -59,12 +59,12 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, ...@@ -59,12 +59,12 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul,
stc.xyz /= stc.w; stc.xyz /= stc.w;
stc.z += offset * 2.0; stc.z += offset * 2.0;
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
float cs = texture(shadowMap, stc.xyz).x; float cs = texture(shadowMap, stc.xyz);
float shadow = cs * 4.0; float shadow = cs * 4.0;
shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x; shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0));
shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0));
shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x; shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0));
shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0));
return clamp(shadow * 0.125, 0.0, 1.0); return clamp(shadow * 0.125, 0.0, 1.0);
#else #else
return 1.0; return 1.0;
...@@ -78,16 +78,16 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 ...@@ -78,16 +78,16 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
stc.z += spot_shadow_bias * bias_scale; stc.z += spot_shadow_bias * bias_scale;
stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
float cs = texture(shadowMap, stc.xyz).x; float cs = texture(shadowMap, stc.xyz);
float shadow = cs; float shadow = cs;
vec2 off = 1.0/proj_shadow_res; vec2 off = 1.0/proj_shadow_res;
off.y *= 1.5; off.y *= 1.5;
shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0));
shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0));
shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0));
shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0));
return shadow*0.2; return shadow*0.2;
#else #else
return 1.0; return 1.0;
......
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