Merge pull request #26125 from JFonS/revert_light_vec_shadows
Revert back to ignoring LIGHT_VEC for 2D shadows
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a01dca79e2
2 changed files with 8 additions and 0 deletions
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@ -440,6 +440,10 @@ FRAGMENT_SHADER_CODE
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color *= light;
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color *= light;
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#ifdef USE_SHADOWS
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#ifdef USE_SHADOWS
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// Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only
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// makes sense to compute shadows from there.
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light_vec = light_uv_interp.zw;
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float angle_to_light = -atan(light_vec.x, light_vec.y);
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float angle_to_light = -atan(light_vec.x, light_vec.y);
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float PI = 3.14159265358979323846264;
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float PI = 3.14159265358979323846264;
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/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
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/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
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@ -549,6 +549,10 @@ FRAGMENT_SHADER_CODE
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color *= light;
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color *= light;
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#ifdef USE_SHADOWS
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#ifdef USE_SHADOWS
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// Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only
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// makes sense to compute shadows from there.
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light_vec = light_uv_interp.zw;
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float angle_to_light = -atan(light_vec.x, light_vec.y);
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float angle_to_light = -atan(light_vec.x, light_vec.y);
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float PI = 3.14159265358979323846264;
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float PI = 3.14159265358979323846264;
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/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
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/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
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