diff --git a/Assets/Shaders/DeferredComposite_CS.glsl b/Assets/Shaders/DeferredComposite_CS.glsl index 12352d4d..2cf33ae1 100644 --- a/Assets/Shaders/DeferredComposite_CS.glsl +++ b/Assets/Shaders/DeferredComposite_CS.glsl @@ -83,7 +83,7 @@ float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV return 0.0f; } else - return 0.3f; + return 1.0f; // return step (fragPosLightPOV.z, ); } diff --git a/Assets/Shaders/DeferredComposite_CS.shshaderb b/Assets/Shaders/DeferredComposite_CS.shshaderb index a5197b3b..e0b019b1 100644 Binary files a/Assets/Shaders/DeferredComposite_CS.shshaderb and b/Assets/Shaders/DeferredComposite_CS.shshaderb differ diff --git a/Assets/Shaders/ShadowMap_FS.glsl b/Assets/Shaders/ShadowMap_FS.glsl index b19a32a6..59904b5e 100644 --- a/Assets/Shaders/ShadowMap_FS.glsl +++ b/Assets/Shaders/ShadowMap_FS.glsl @@ -7,6 +7,12 @@ layout(location = 0) out vec4 shadowMap; void main() { + float depth = gl_FragCoord.z; + + float dx = dFdx(depth); + float dy = dFdy(depth); + + float moment2 = depth * depth + 0.25f * (dx * dx + dy * dy); // shadowMap = vec4 (0.0f, 0.0f, gl_FragCoord.z, 1.0f); - shadowMap = vec4 (gl_FragCoord.z, gl_FragCoord.z * gl_FragCoord.z, 0.0f, 1.0f); + shadowMap = vec4 (gl_FragCoord.z, moment2, 0.0f, 1.0f); } \ No newline at end of file diff --git a/Assets/Shaders/ShadowMap_FS.shshaderb b/Assets/Shaders/ShadowMap_FS.shshaderb index 709a2ecc..78d304c1 100644 Binary files a/Assets/Shaders/ShadowMap_FS.shshaderb and b/Assets/Shaders/ShadowMap_FS.shshaderb differ