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@ -275,7 +275,7 @@ float ProjectedShadow::GetThickness()
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/*LOD=*/0
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/*LOD=*/0
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).r;
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).r;
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// Denormalized thickness (avoid negative values given by to precission or shrinking offsets)
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// Denormalized thickness (avoid negative values given by precision errors or shrinking offsets)
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const float viewSpaceThickness = max(UnprojectDepth(m_shadowIndex, depthValue) - UnprojectDepth(m_shadowIndex, m_shadowPosition.z), 0.0);
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const float viewSpaceThickness = max(UnprojectDepth(m_shadowIndex, depthValue) - UnprojectDepth(m_shadowIndex, m_shadowPosition.z), 0.0);
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return viewSpaceThickness;
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return viewSpaceThickness;
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}
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}
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