diff --git a/projects/voxelization/assets/shaders/shadowMapping.inc b/projects/voxelization/assets/shaders/shadowMapping.inc index 9d65a2d3164aa713f3feb0d74188b31cd64b891c..9124a05c310c2cc16e6b02802f5adb36bde42804 100644 --- a/projects/voxelization/assets/shaders/shadowMapping.inc +++ b/projects/voxelization/assets/shaders/shadowMapping.inc @@ -56,7 +56,7 @@ vec4 unquantizeMoments(vec4 moments){ unquantized.g = 0.125 * moments.g + moments.a; unquantized.b = -0.75 * moments.r + 0.75 * sqrt(3) * moments.b; unquantized.a = -0.125 * moments.g + moments.a; - return unquantized * 0.98; + return unquantized / 0.98; // division reduces light bleeding } float rescaleRange(float a, float b, float v) @@ -91,7 +91,7 @@ float shadowTest(vec3 worldPos, LightInfo lightInfo, texture2D shadowMap, sample float shadow = ComputeMSMShadowIntensity(shadowMapSample, lightPos.z, depthBias, momentBias); return clamp(shadow, 0, 1); - return reduceLightBleeding(shadow, 0.1f); + // return reduceLightBleeding(shadow, 0.1f); } #endif // #ifndef SHADOW_MAPPING_INC \ No newline at end of file