larger default shadow bias
parent
f5d7d89e97
commit
da64e93eb5
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@ -365,7 +365,7 @@ void VPLShaderManager::configure(const VPL &vpl, const BSDF *bsdf, const Luminai
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<< " float d = length(lightVec);" << endl
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<< " float d = length(lightVec);" << endl
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<< " vec3 nLightVec = lightVec/d, absLightVec = abs(lightVec);" << endl
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<< " vec3 nLightVec = lightVec/d, absLightVec = abs(lightVec);" << endl
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<< " float depth = max(max(absLightVec.x, absLightVec.y), absLightVec.z);" << endl
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<< " float depth = max(max(absLightVec.x, absLightVec.y), absLightVec.z);" << endl
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<< " depth = (depth-nearClip) * invClipRange - 0.001;" << endl
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<< " depth = (depth-nearClip) * invClipRange - 0.005;" << endl
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<< " float shadow = textureCube(shadowMap, nLightVec).r > depth ? 1.0 : 0.0;" << endl
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<< " float shadow = textureCube(shadowMap, nLightVec).r > depth ? 1.0 : 0.0;" << endl
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<< endl
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<< endl
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<< " /* Shading */" << endl
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<< " /* Shading */" << endl
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