float darkness;
int matrix_index;
vec4 region;
+ float bias;
};
uniform ShadowMap
int type = shadows[index].type;
vec3 shadow_coord;
if(type==1)
+ {
shadow_coord = (shd_world_matrix[shadows[index].matrix_index]*world_pos).xyz;
+ shadow_coord.z -= shadows[index].bias;
+ }
else
return 1.0;
return 1.0;
vec4 region = shadows[index].region;
- float shadow_sample = texture(shadow_map, shadow_coord*vec3(region.zw, 1.0)+vec3(region.xy, 0.0));
+ float shadow_sample = texture(shadow_map, vec3(shadow_coord.xy*region.zw+region.xy, shadow_coord.z));
return mix(1.0, shadow_sample, shadows[index].darkness);
}
else