From 4dbe9bacc0a93a5165811937b84dd62359e4c952 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Wed, 27 Sep 2023 01:42:20 +0200 Subject: [PATCH] Make shadows slightly softer and fix sampling one time too many --- wadsrc/static/shaders/scene/light_shadow.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/wadsrc/static/shaders/scene/light_shadow.glsl b/wadsrc/static/shaders/scene/light_shadow.glsl index d2d821eba..d6d734511 100644 --- a/wadsrc/static/shaders/scene/light_shadow.glsl +++ b/wadsrc/static/shaders/scene/light_shadow.glsl @@ -202,9 +202,9 @@ float traceShadow(vec4 lightpos, int quality) float sum = 0.0; int step_count = quality * 4; - for (int i = 0; i <= step_count; i++) + for (int i = 0; i < step_count; i++) { - vec2 gridoffset = getVogelDiskSample(i, step_count, gl_FragCoord.x + gl_FragCoord.y * 13.37); + vec2 gridoffset = getVogelDiskSample(i, step_count, gl_FragCoord.x + gl_FragCoord.y * 13.37) * 3; vec3 pos = target + xdir * gridoffset.x + ydir * gridoffset.y; sum += traceHit(origin, normalize(pos - origin), dist) ? 0.0 : 1.0; }