shadowmap_*.glsl: Using texture2DCompare in PointLights code.
@mkkellogg Do you mind double checking that I didn't do anything stupid? I've removed adjustShadowValue1K. Instead of multiplying every sample by 1000 and adding the bias I'm now dividing dp and subtracting the bias. I'm also using texture2dCompare which uses step() internaly instead of the if condition. The result seems to be identical but, at least on my gpu (Intel HD Graphics 6000), it runs much faster.
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