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 -- GitLab