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shadowmap_pars_fragment: 9 taps PointLight Shadow.
1 parent 9e757a3 commit ec793e6

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+9
-21
lines changed

1 file changed

+9
-21
lines changed

src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl

Lines changed: 9 additions & 21 deletions
Original file line numberDiff line numberDiff line change
@@ -213,31 +213,19 @@
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#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )
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216-
vec3 offset = vec3( - 1, 0, 1 ) * shadowRadius * 2.0 * texelSize.y;
216+
vec2 offset = vec2( - 1, 1 ) * shadowRadius * 2.0 * texelSize.y;
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218218
return (
219-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zzz, texelSize.y ), dp ) +
220-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zxz, texelSize.y ), dp ) +
221-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxz, texelSize.y ), dp ) +
222-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xzz, texelSize.y ), dp ) +
223-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zzx, texelSize.y ), dp ) +
224-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zxx, texelSize.y ), dp ) +
225-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
226-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xzx, texelSize.y ), dp ) +
227-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zzy, texelSize.y ), dp ) +
228-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zxy, texelSize.y ), dp ) +
219+
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +
220+
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +
221+
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
222+
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +
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texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +
230224
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +
231-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xzy, texelSize.y ), dp ) +
232-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zyz, texelSize.y ), dp ) +
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texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyz, texelSize.y ), dp ) +
234-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zyx, texelSize.y ), dp ) +
235-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
236-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yzz, texelSize.y ), dp ) +
237-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxz, texelSize.y ), dp ) +
238-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp ) +
239-
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yzx, texelSize.y ), dp )
240-
) * ( 1.0 / 21.0 );
225+
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +
226+
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
227+
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )
228+
) * ( 1.0 / 9.0 );
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#else // no percentage-closer filtering
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