Idk
This commit is contained in:
@@ -51,9 +51,9 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
|
||||
}
|
||||
}
|
||||
float4 lightSpacePos = mul(pShadowMapping.lightSpaceMatrices[cascadeIndex][i], float4(params.position_WS, 1));
|
||||
//lightSpacePos = mul(biasMat, lightSpacePos);
|
||||
lightSpacePos = mul(biasMat, lightSpacePos);
|
||||
float4 shadowCoord = clipToScreen(lightSpacePos);
|
||||
int3 texDim;
|
||||
/*int3 texDim;
|
||||
pShadowMapping.shadowMaps[cascadeIndex].GetDimensions(texDim.x, texDim.y, texDim.z);
|
||||
float scale = 1.5f;
|
||||
float dx = scale * 1.0 / float(texDim.x);
|
||||
@@ -68,7 +68,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
|
||||
if (shadowCoord.z > 0.0 && shadowCoord.z < 1.0)
|
||||
{
|
||||
float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy + float2(dx * x, dy * y), i)).r;
|
||||
if (shadowCoord.w > 0 && dist > shadowCoord.z + 0.005f)
|
||||
if (shadowCoord.w > 0 && dist < shadowCoord.z - 0.005f)
|
||||
{
|
||||
shadow = 0;
|
||||
}
|
||||
@@ -76,9 +76,9 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
|
||||
shadowFactor += shadow;
|
||||
count++;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
result = float3(pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy, i)).r, 0, 0);//(shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
|
||||
result = 1 - float3(pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy, i)).r, 0, 0);//(shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
|
||||
}
|
||||
for (uint i = 0; i < pLightEnv.numPointLights; ++i)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user