Fix shadow map using vertex normals.#4985
Merged
Merged
Conversation
mvaligursky
approved these changes
Jan 17, 2023
Contributor
mvaligursky
left a comment
There was a problem hiding this comment.
Looks good.
Can you please test this with omni a spot shadows for both WebGL1 and WebGL2 .. just making sure we don't do manual slope bias or something similar on GL1 that uses normals. Try both clustered, but especially non-clustered lighting.
Contributor
Author
|
Tested GL1, GL2, clustered, non clustered and all looks good. We use the derivatives on depth for the polygon offset stuff on GL1 🙂. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Fixes #4971
Shadow map tries to output to wNormal which is an unused attribute. This cause a chain of event which begins with a uniform matrix_normal being unused but not stripped out of the shader code.