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path: root/client/shaders/shadow_shaders/pass1_vertex.glsl
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Diffstat (limited to 'client/shaders/shadow_shaders/pass1_vertex.glsl')
-rw-r--r--client/shaders/shadow_shaders/pass1_vertex.glsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/client/shaders/shadow_shaders/pass1_vertex.glsl b/client/shaders/shadow_shaders/pass1_vertex.glsl
index feee9467f..3873ac6e6 100644
--- a/client/shaders/shadow_shaders/pass1_vertex.glsl
+++ b/client/shaders/shadow_shaders/pass1_vertex.glsl
@@ -1,15 +1,15 @@
uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
- float pFactor = pDistance * bias0 + bias1;
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+ float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
+ shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}