Minor lighting improvements
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@ -86,7 +86,7 @@ float get_shadow(vec4 fragPosLightSpace, vec3 normal) {
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// We divide by this later, so make sure it's not exactly 0
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// We divide by this later, so make sure it's not exactly 0
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// It seems like it should always be 0.0, but due to interpolation it's not -- it increases with the deviation!
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// It seems like it should always be 0.0, but due to interpolation it's not -- it increases with the deviation!
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// A larger second parameter to max() means more blur (but also more light bleeding)
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// A larger second parameter to max() means more blur (but also more light bleeding)
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float variance = max(moments.y - moments.x * moments.x, (currentDepth - closestDepth) * 0.05);
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float variance = max(moments.y - moments.x * moments.x, (-0.01 + (currentDepth - closestDepth) * 0.7) * 0.1);
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float d = projCoords.z - moments.x * 1.0;
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float d = projCoords.z - moments.x * 1.0;
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// Use linear_step to prevent light bleeding
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// Use linear_step to prevent light bleeding
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@ -35,7 +35,7 @@ void main() {
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vec3 N = normalize(mat3(model) * aNormal);
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vec3 N = normalize(mat3(model) * aNormal);
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mat3 TBN = transpose(mat3(T, B, N));
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mat3 TBN = transpose(mat3(T, B, N));
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vs_out.TangentLightDir = light_direction;
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vs_out.TangentLightDir = TBN * -light_direction;
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vs_out.TangentViewPos = TBN * viewPos;
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vs_out.TangentViewPos = TBN * viewPos;
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vs_out.TangentFragPos = TBN * vs_out.FragPos;
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vs_out.TangentFragPos = TBN * vs_out.FragPos;
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}
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}
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