diff --git a/data/shaders/instanced_shadowref.frag b/data/shaders/instanced_shadowref.frag index c9be0f7eb..8595ee2b7 100644 --- a/data/shaders/instanced_shadowref.frag +++ b/data/shaders/instanced_shadowref.frag @@ -17,5 +17,5 @@ void main(void) vec4 col = texture(tex, uv); #endif if (col.a < 0.5) discard; - FragColor = vec4(exp(80. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); + FragColor = vec4(exp(1. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); } diff --git a/data/shaders/shadow.frag b/data/shaders/shadow.frag index ffa59b9ee..39ccc5428 100644 --- a/data/shaders/shadow.frag +++ b/data/shaders/shadow.frag @@ -2,5 +2,5 @@ out vec4 FragColor; void main() { - FragColor = vec4(exp(80. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); + FragColor = vec4(exp(1. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); } diff --git a/data/shaders/shadowref.frag b/data/shaders/shadowref.frag index 915667c9c..c63761190 100644 --- a/data/shaders/shadowref.frag +++ b/data/shaders/shadowref.frag @@ -12,5 +12,5 @@ void main(void) { vec4 col = texture(tex, uv); if (col.a < 0.5) discard; - FragColor = vec4(exp(80. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); + FragColor = vec4(exp(1. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w)); } diff --git a/data/shaders/sunlightshadow.frag b/data/shaders/sunlightshadow.frag index 30c98cd8e..8b6337b86 100644 --- a/data/shaders/sunlightshadow.frag +++ b/data/shaders/sunlightshadow.frag @@ -56,7 +56,7 @@ float getShadowFactor(vec3 pos, float bias, int index) float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x; float d = shadowcoord.z; - return min(pow(exp(-80. * d) * z, 4.), 1.); + return min(pow(exp(-1. * d) * z, 240.), 1.); } void main() { diff --git a/src/graphics/render_geometry.cpp b/src/graphics/render_geometry.cpp index 93f8e9345..13d2505c6 100644 --- a/src/graphics/render_geometry.cpp +++ b/src/graphics/render_geometry.cpp @@ -1020,7 +1020,7 @@ void IrrDriver::renderShadows() } } -// m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO()); + m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO()); glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]); glGenerateMipmap(GL_TEXTURE_2D_ARRAY); }