From de61388f180905a9965e30d15b6b571a64eff5c0 Mon Sep 17 00:00:00 2001
From: Alex Laptop <alexander.gauggel@web.de>
Date: Fri, 17 Sep 2021 15:25:44 +0200
Subject: [PATCH] [#114] Reenabled shadow rescaling to avoid GI bleeding

---
 projects/voxelization/assets/shaders/shadowMapping.inc | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/projects/voxelization/assets/shaders/shadowMapping.inc b/projects/voxelization/assets/shaders/shadowMapping.inc
index 9d65a2d3..9124a05c 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
-- 
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