diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index ca0f8c6..9abb437 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -309,9 +309,9 @@ float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDis projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; - mat4 Custom_ViewMatrix = BuildShadowViewMatrix(); - projectedShadowPosition = mat3(Custom_ViewMatrix) * playerPos + Custom_ViewMatrix[3].xyz; - projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; + //mat4 Custom_ViewMatrix = BuildShadowViewMatrix(); + //projectedShadowPosition = mat3(Custom_ViewMatrix) * playerPos + Custom_ViewMatrix[3].xyz; + //projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; // un-distort #ifdef DISTORT_SHADOWMAP diff --git a/shaders/dimensions/composite.fsh b/shaders/dimensions/composite.fsh index a08442f..61dd366 100644 --- a/shaders/dimensions/composite.fsh +++ b/shaders/dimensions/composite.fsh @@ -459,9 +459,9 @@ void main() { vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos + shadowModelView[3].xyz; projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; - mat4 Custom_ViewMatrix = BuildShadowViewMatrix(); - projectedShadowPosition = mat3(Custom_ViewMatrix) * feetPlayerPos + Custom_ViewMatrix[3].xyz; - projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; + // mat4 Custom_ViewMatrix = BuildShadowViewMatrix(); + // projectedShadowPosition = mat3(Custom_ViewMatrix) * feetPlayerPos + Custom_ViewMatrix[3].xyz; + // projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz; //apply distortion #ifdef DISTORT_SHADOWMAP