Merge branch 'capucho/shadow-uniformity' into 'master'

Fix non uniform control flow in shader

See merge request veloren/veloren!2696
This commit is contained in:
Imbris 2021-07-29 18:10:01 +00:00
commit c8db3e3d95

View File

@ -77,7 +77,7 @@ float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /
// currentDepth = -currentDepth * 0.5 + 0.5;
float visibility = texture(samplerCubeShadow(t_point_shadow_maps, s_point_shadow_maps), vec4(fragToLight, currentDepth));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
float visibility = textureGrad(samplerCubeShadow(t_point_shadow_maps, s_point_shadow_maps), vec4(fragToLight, currentDepth), vec3(0), vec3(0));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
/* if (visibility == 1.0 || visibility == 0.0) {
return visibility;
} */