X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fshadow.glsl;fp=shaderlib%2Fshadow.glsl;h=438af68d45181a86b6ec16f3cef065ba91ab88c4;hb=b733c793381e78637f52c7f77cc4f69e914918e1;hp=2fa1fd81686c832f3ce78463467500966c092a8e;hpb=bace0b24414abc7b3ba46df3a9fd7408d7479a5e;p=libs%2Fgl.git diff --git a/shaderlib/shadow.glsl b/shaderlib/shadow.glsl index 2fa1fd81..438af68d 100644 --- a/shaderlib/shadow.glsl +++ b/shaderlib/shadow.glsl @@ -6,6 +6,7 @@ struct ShadowParameters float darkness; int matrix_index; vec4 region; + float bias; }; uniform ShadowMap @@ -26,7 +27,10 @@ virtual float get_shadow_factor(int index, vec4 world_pos) 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; @@ -34,7 +38,7 @@ virtual float get_shadow_factor(int index, vec4 world_pos) 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