REVIEWED: Shaders formating to follow raylib code conventions

This commit is contained in:
Ray 2025-08-11 20:22:31 +02:00
commit 9b598f6bcf

View file

@ -49,13 +49,13 @@ void main()
finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
// Shadow calculations
vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1);
vec4 fragPosLightSpace = lightVP*vec4(fragPosition, 1);
fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range
vec2 sampleCoords = fragPosLightSpace.xy;
float curDepth = fragPosLightSpace.z;
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene
// The solution is adding a small bias to the depth
// In this case, the bias is proportional to the slope of the surface, relative to the light
float bias = max(0.0002*(1.0 - dot(normal, l)), 0.00002) + 0.00001;
@ -64,8 +64,8 @@ void main()
// PCF (percentage-closer filtering) algorithm:
// Instead of testing if just one point is closer to the current point,
// we test the surrounding points as well.
// This blurs shadow edges, hiding aliasing artifacts.
// we test the surrounding points as well
// This blurs shadow edges, hiding aliasing artifacts
vec2 texelSize = vec2(1.0/float(shadowMapResolution));
for (int x = -1; x <= 1; x++)
{