|
@@ -1,4 +1,4 @@
|
|
|
-#ifdef LIGHT{X}
|
|
|
+#ifdef LIGHT{X}
|
|
|
#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
|
|
|
//No light calculation
|
|
|
#else
|
|
@@ -164,8 +164,8 @@
|
|
|
shadowDebug{X} = vec3(shadow) * vCascadeColorsMultiplier{X}[index{X}];
|
|
|
#endif
|
|
|
|
|
|
- float diffRatio{X} = clamp(diff{X} / frustumLength, 0., 1.) * cascadeBlendFactor{X};
|
|
|
- if (index{X} < (SHADOWCSMNUM_CASCADES{X} - 1) && diffRatio{X} < 1.)
|
|
|
+ float diffRatio = clamp(diff{X} / frustumLength, 0., 1.) * cascadeBlendFactor{X};
|
|
|
+ if (index{X} < (SHADOWCSMNUM_CASCADES{X} - 1) && diffRatio < 1.)
|
|
|
{
|
|
|
index{X} += 1;
|
|
|
float nextShadow = 0.;
|
|
@@ -189,9 +189,9 @@
|
|
|
nextShadow = computeShadowCSM(float(index{X}), vPositionFromLight{X}[index{X}], vDepthMetric{X}[index{X}], shadowSampler{X}, light{X}.shadowsInfo.x, light{X}.shadowsInfo.w);
|
|
|
#endif
|
|
|
|
|
|
- shadow = mix(nextShadow, shadow, diffRatio{X});
|
|
|
+ shadow = mix(nextShadow, shadow, diffRatio);
|
|
|
#ifdef SHADOWCSMDEBUG{X}
|
|
|
- shadowDebug{X} = mix(vec3(nextShadow) * vCascadeColorsMultiplier{X}[index{X}], shadowDebug{X}, diffRatio{X});
|
|
|
+ shadowDebug{X} = mix(vec3(nextShadow) * vCascadeColorsMultiplier{X}[index{X}], shadowDebug{X}, diffRatio);
|
|
|
#endif
|
|
|
}
|
|
|
}
|