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@@ -160,13 +160,13 @@
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return 1.0;
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return 1.0;
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}
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}
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- const float shadowStrength = 30.;
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+ const float shadowStrength = 80.;
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#ifndef SHADOWFULLFLOAT
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#ifndef SHADOWFULLFLOAT
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float shadowMapSample = unpack(texture2D(shadowSampler, uv));
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float shadowMapSample = unpack(texture2D(shadowSampler, uv));
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float esm = clamp(exp(-shadowStrength * shadowPixelDepth) * shadowMapSample - darkness, 0., 1.);
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float esm = clamp(exp(-shadowStrength * shadowPixelDepth) * shadowMapSample - darkness, 0., 1.);
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#else
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#else
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float shadowMapSample = texture2D(shadowSampler, uv).x;
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float shadowMapSample = texture2D(shadowSampler, uv).x;
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- float esm = 1.0 - clamp(exp(-shadowStrength * shadowPixelDepth) * shadowMapSample - darkness, 0., 1.);
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+ float esm = 1.0 - clamp(exp(shadowStrength * shadowPixelDepth) * shadowMapSample - darkness, 0., 1.);
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#endif
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#endif
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// Apply fade out at frustum edge
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// Apply fade out at frustum edge
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