Skip to content
This repository was archived by the owner on Aug 29, 2020. It is now read-only.

Commit 0822fd7

Browse files
committed
Fix depth texture sampler
Use sampler2DShadow instead of simple sampler2D.
1 parent 805e890 commit 0822fd7

File tree

2 files changed

+14
-13
lines changed

2 files changed

+14
-13
lines changed

package.json

+10-10
Original file line numberDiff line numberDiff line change
@@ -5,20 +5,20 @@
55
"build": "webpack --env.local --env.analyze --profile --json > stats.json"
66
},
77
"dependencies": {
8-
"@loaders.gl/core": "^1.0.3",
9-
"@loaders.gl/draco": "^1.0.3",
10-
"@luma.gl/addons": "^7.0.1",
11-
"@luma.gl/constants": "^7.0.1",
12-
"@luma.gl/core": "^7.0.1",
13-
"copy-webpack-plugin": "^5.0.3",
8+
"@loaders.gl/core": "1.0.3",
9+
"@loaders.gl/draco": "1.0.3",
10+
"@luma.gl/addons": "7.0.1",
11+
"@luma.gl/constants": "7.0.1",
12+
"@luma.gl/core": "7.0.1",
13+
"copy-webpack-plugin": "5.0.3",
1414
"keycode-js": "^1.0.4",
15-
"math.gl": "^2.3.1",
15+
"math.gl": "2.3.3",
1616
"stats.js": "^0.17.0"
1717
},
1818
"devDependencies": {
1919
"html-webpack-plugin": "^3.2.0",
20-
"webpack": "^4.3.0",
21-
"webpack-cli": "^3.3.2",
22-
"webpack-dev-server": "^3.1.1"
20+
"webpack": "^4.41.2",
21+
"webpack-cli": "^3.3.10",
22+
"webpack-dev-server": "^3.9.0"
2323
}
2424
}

shaders.js

+4-3
Original file line numberDiff line numberDiff line change
@@ -440,7 +440,8 @@ in mat3 pbr_vTBN;
440440
in vec3 pbr_vNormal;
441441
#endif
442442
#endif
443-
uniform sampler2D u_ShadowMap;
443+
precision highp sampler2DShadow;
444+
uniform sampler2DShadow u_ShadowMap;
444445
in vec4 shadowCoord;
445446
446447
struct PBRInfo
@@ -693,7 +694,7 @@ vec4 pbr_filterColor(vec4 colorUnused)
693694
float attenuation = getPointLightAttenuation(lighting_uPointLight[i], distance(lighting_uPointLight[i].position, pbr_vPosition));
694695
//out_shadow = shadowCoord.z;
695696
out_shadow = 1.0;
696-
if(i == 0 && (texture(u_ShadowMap, shadowCoord.xy).r < shadowCoord.z - 0.005)) out_shadow = 0.0;
697+
if(i == 0 && (texture(u_ShadowMap, vec3(shadowCoord.xy,shadowCoord.z - 0.005)) <= 0.0)) out_shadow = 0.0;
697698
color += calculateFinalColor(pbrInputs, lighting_uPointLight[i].color / attenuation)*out_shadow;
698699
}
699700
}
@@ -731,7 +732,7 @@ vec4 pbr_filterColor(vec4 colorUnused)
731732
void main(void) {
732733
fragmentColor = pbr_filterColor(vec4(0));
733734
//Visual debug: Shadow area
734-
//if(texture(u_ShadowMap, shadowCoord.xy).z < shadowCoord.z - 0.005) fragmentColor=vec4(1,0,0,1);
735+
//if(texture(u_ShadowMap, vec3(shadowCoord.xy,shadowCoord.z - 0.005)) > 0.0) fragmentColor=vec4(1,0,0,1);
735736
}
736737
`;
737738

0 commit comments

Comments
 (0)