fix spotlight shadows in volumetric fog

This commit is contained in:
RandomCatDude 2023-02-25 16:28:06 +05:00
parent 3863199ab9
commit 59c31004f8

View file

@ -585,23 +585,14 @@ void main() {
if (spot_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = spot_lights.data[light_index].atlas_rect;
vec2 flip_offset = spot_lights.data[light_index].direction.xy;
vec3 local_vert = (spot_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz;
vec4 v = vec4(view_pos, 1.0);
float shadow_len = length(local_vert); //need to remember shadow len from here
vec3 shadow_sample = normalize(local_vert);
vec4 splane = (spot_lights.data[light_index].shadow_matrix * v);
splane.z -= spot_lights.data[light_index].shadow_bias / (d * spot_lights.data[light_index].inv_radius);
splane /= splane.w;
if (shadow_sample.z >= 0.0) {
uv_rect.xy += flip_offset;
}
shadow_sample.z = 1.0 + abs(shadow_sample.z);
vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - spot_lights.data[light_index].shadow_bias);
pos.z *= spot_lights.data[light_index].inv_radius;
pos.xy = pos.xy * 0.5 + 0.5;
pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
vec3 pos = vec3(splane.xy * spot_lights.data[light_index].atlas_rect.zw + spot_lights.data[light_index].atlas_rect.xy, splane.z);
float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;