From 4f9b9e875ce831cdad3c4f303132a6860cf879f8 Mon Sep 17 00:00:00 2001 From: Mika Salmela Date: Wed, 22 Oct 2014 11:00:25 +0300 Subject: Surface shadow improvement Not allowing bias go below 0.001 prevents the shadow acne. Faulty formula for lighning direction. Task-number: QTRD-3382 Change-Id: Ided8bf423a961744ace8bef32ae18d6fa2c443ef Reviewed-by: Miikka Heikkinen --- src/datavisualization/engine/shaders/surfaceShadowNoTex.frag | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/datavisualization/engine/shaders/surfaceShadowNoTex.frag') diff --git a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag index d6195227..985214be 100644 --- a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag +++ b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag @@ -49,7 +49,7 @@ void main() { highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0); highp float bias = 0.005 * tan(acos(cosTheta)); - bias = clamp(bias, 0.0, 0.01); + bias = clamp(bias, 0.001, 0.01); vec4 shadCoords = shadowCoord; shadCoords.z -= bias; -- cgit v1.2.3