diff --git a/data/shaders/sunlightshadow.frag b/data/shaders/sunlightshadow.frag index 2b316c09a..4dd96f041 100644 --- a/data/shaders/sunlightshadow.frag +++ b/data/shaders/sunlightshadow.frag @@ -53,7 +53,7 @@ float getShadowFactor(vec3 pos, float bias, int index) float sum = 0.; for (int i = 0; i < 4; i++) { - sum += texture(shadowtex, vec4(shadowtexcoord + shadowoffset[i] / 2048., float(index), 0.5 * shadowcoord.z + 0.5 + bias)); + sum += texture(shadowtex, vec4(shadowtexcoord + shadowoffset[i] / 2048., float(index), 0.5 * shadowcoord.z + 0.5)); } return sum / 4.; } diff --git a/data/shaders/sunlightshadowdebug.frag b/data/shaders/sunlightshadowdebug.frag index c285c30a3..b0c39ec8e 100644 --- a/data/shaders/sunlightshadowdebug.frag +++ b/data/shaders/sunlightshadowdebug.frag @@ -22,7 +22,7 @@ out vec4 Spec; vec3 DecodeNormal(vec2 n); vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness); -vec3 getShadowFactor(vec3 pos, float bias) +vec3 getShadowFactor(vec3 pos) { vec3 cascadeColor[] = vec3[]( vec3(1., 0., 0.), @@ -37,7 +37,7 @@ vec3 getShadowFactor(vec3 pos, float bias) vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5; if (shadowtexcoord.x < 0. || shadowtexcoord.x > 1. || shadowtexcoord.y < 0. || shadowtexcoord.y > 1.) continue; - return cascadeColor[i] * texture(shadowtex, vec4(shadowtexcoord, float(i), 0.5 * shadowcoord.z + 0.5 + bias)); + return cascadeColor[i] * texture(shadowtex, vec4(shadowtexcoord, float(i), 0.5 * shadowcoord.z + 0.5)); } return vec3(1.); } @@ -61,9 +61,7 @@ void main() { vec3 outcol = NdotL * col; // Shadows - float bias = 0.005 * tan(acos(NdotL)); // According to the slope - bias = clamp(bias, 0., 0.01); - vec3 factor = getShadowFactor(xpos.xyz, bias); + vec3 factor = getShadowFactor(xpos.xyz); Diff = vec4(factor * NdotL * col, 1.); Spec = vec4(factor * Specular, 1.); return; diff --git a/src/graphics/render.cpp b/src/graphics/render.cpp index 3c78c9d79..4381466a5 100644 --- a/src/graphics/render.cpp +++ b/src/graphics/render.cpp @@ -665,8 +665,8 @@ void IrrDriver::renderShadows(//ShadowImportanceProvider * const sicb, irr_driver->setPhase(SHADOW_PASS); glDisable(GL_BLEND); - glEnable(GL_CULL_FACE); - glCullFace(GL_FRONT); + glEnable(GL_POLYGON_OFFSET_FILL); + glPolygonOffset(1.5, 0.); glBindFramebuffer(GL_FRAMEBUFFER, m_rtts->getShadowFBO()); glViewport(0, 0, 1024, 1024); glClear(GL_DEPTH_BUFFER_BIT); @@ -674,7 +674,7 @@ void IrrDriver::renderShadows(//ShadowImportanceProvider * const sicb, glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO); m_scene_manager->drawAll(scene::ESNRP_SOLID); - glCullFace(GL_BACK); + glDisable(GL_POLYGON_OFFSET_FILL); glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);