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Merge pull request #2404 from mohamedmansour/patch-3

Shadow Shader Darkness Fix
David Catuhe 8 年之前
父節點
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43a23770de
共有 1 個文件被更改,包括 6 次插入6 次删除
  1. 6 6
      src/Shaders/ShadersInclude/shadowsFragmentFunctions.fx

+ 6 - 6
src/Shaders/ShadersInclude/shadowsFragmentFunctions.fx

@@ -1,4 +1,4 @@
-#ifdef SHADOWS
+#ifdef SHADOWS
 	#ifndef SHADOWFLOAT
 		float unpack(vec4 color)
 		{
@@ -81,7 +81,7 @@
 			float shadowMapSample = textureCube(shadowSampler, directionToLight).x;
 		#endif
 
-		float esm = 1.0 - clamp(exp(min(87., depthScale * shadowPixelDepth)) * shadowMapSample - darkness, 0., 1.);	
+		float esm = 1.0 - clamp(exp(min(87., depthScale * shadowPixelDepth)) * shadowMapSample, 0., 1. - darkness);	
 		return esm;
 	}
 
@@ -101,7 +101,7 @@
 			float shadowMapSample = textureCube(shadowSampler, directionToLight).x;
 		#endif
 
-		float esm = clamp(exp(min(87., -depthScale * (shadowPixelDepth - shadowMapSample))) - darkness, 0., 1.);
+		float esm = clamp(exp(min(87., -depthScale * (shadowPixelDepth - shadowMapSample))), darkness, 1.);
 
 		return esm;
 	}
@@ -189,7 +189,7 @@
 			float shadowMapSample = texture2D(shadowSampler, uv).x;
 		#endif
 		
-		float esm = 1.0 - clamp(exp(min(87., depthScale * shadowPixelDepth)) * shadowMapSample - darkness, 0., 1.);
+		float esm = 1.0 - clamp(exp(min(87., depthScale * shadowPixelDepth)) * shadowMapSample, 0., 1. - darkness);
 
 		// Apply fade out at frustum edge
 		// const float fadeDistance = 0.07;
@@ -220,7 +220,7 @@
 			float shadowMapSample = texture2D(shadowSampler, uv).x;
 		#endif
 		
-		float esm = clamp(exp(min(87., -depthScale * (shadowPixelDepth - shadowMapSample))) - darkness, 0., 1.);
+		float esm = clamp(exp(min(87., -depthScale * (shadowPixelDepth - shadowMapSample))), darkness, 1.);
 
 		// Apply fade out at frustum edge
 		// const float fadeDistance = 0.07;
@@ -231,4 +231,4 @@
 
 		return esm;
 	}
-#endif
+#endif