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Diff Revisions 336 vs 337 for /trunk/assets/shaders/GLSL/fragmentAtoms/shadow_point.frag

Diff revisions: vs.
  @@ -2,12 +2,12 @@
2 2 #define _SHADOW_POINT_FRAG_
3 3
4 4 float applyShadowPoint(const in uint lightIndex, const in Shadow currentShadowSource) {
5 - // SHADOW MAPS
5 + // SHADOW MAPS
6 6 vec3 position_ls = currentShadowSource._lightPosition[0].xyz;
7 - vec3 abs_position = abs(position_ls);
8 - float fs_z = -max(abs_position.x, max(abs_position.y, abs_position.z));
7 + vec3 abs_position = abs(position_ls);
8 + float fs_z = -max(abs_position.x, max(abs_position.y, abs_position.z));
9 9 vec4 clip = (currentShadowSource._lightVP[0] * _vertexW) * vec4(0.0, 0.0, fs_z, 1.0);
10 - float depth = (clip.z / clip.w) * 0.5 + 0.5;
10 + float depth = (clip.z / clip.w) * 0.5 + 0.5;
11 11 return getCubeShadowValue(lightIndex, vec4(position_ls.xyz, depth));
12 12 }
13 13