Bliss-Shader/shaders/lib/Shadow_Params.glsl

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2023-01-12 15:00:14 -05:00
const float k = 1.8;
const float d0 = 0.04;
const float d1 = 0.61;
float a = exp(d0);
float b = (exp(d1)-a)*150./128.0;
vec4 BiasShadowProjection(in vec4 projectedShadowSpacePosition) {
float distortFactor = log(length(projectedShadowSpacePosition.xy)*b+a)*k;
projectedShadowSpacePosition.xy /= distortFactor;
return projectedShadowSpacePosition;
}
float calcDistort(vec2 worldpos){
return 1.0/(log(length(worldpos)*b+a)*k);
}