提交 ec793e6e 编写于 作者: M Mr.doob

shadowmap_pars_fragment: 9 taps PointLight Shadow.

上级 9e757a3e
......@@ -213,31 +213,19 @@
#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )
vec3 offset = vec3( - 1, 0, 1 ) * shadowRadius * 2.0 * texelSize.y;
vec2 offset = vec2( - 1, 1 ) * shadowRadius * 2.0 * texelSize.y;
return (
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zzz, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zxz, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxz, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xzz, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zzx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zxx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xzx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zzy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zxy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xzy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zyz, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyz, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.zyx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yzz, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxz, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yzx, texelSize.y ), dp )
) * ( 1.0 / 21.0 );
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )
) * ( 1.0 / 9.0 );
#else // no percentage-closer filtering
......
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