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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
allow shadows to cast anywhere freely. this sacrifices the smooth transition that they had beforehand.
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@ -290,7 +290,7 @@ uniform float dhFarPlane;
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#ifdef OVERWORLD_SHADER
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float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDistFade, float noise){
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if(maxDistFade <= 0.0) return 1.0;
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// if(maxDistFade <= 0.0) return 1.0;
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// setup shadow projection
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vec3 projectedShadowPosition = mat3(shadowModelView) * playerPos + shadowModelView[3].xyz;
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@ -365,7 +365,8 @@ float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDis
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directLightColor *= mix(vec3(1.0), translucentTint.rgb / samples, maxDistFade);
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#endif
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return mix(1.0, shadowmap / samples, maxDistFade);
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return shadowmap / samples;
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// return mix(1.0, shadowmap / samples, maxDistFade);
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}
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#endif
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@ -584,7 +585,8 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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Shadows = ComputeShadowMap(DirectLightColor, shadowPlayerPos, shadowMapFalloff, blueNoise());
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Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
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// Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
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Shadows *= mix(LM_shadowMapFallback,1.0,shadowMapFalloff2);
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#ifdef CLOUDS_SHADOWS
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Shadows *= GetCloudShadow(feetPlayerPos+cameraPosition, WsunVec);
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