diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 36d3c7657..15987b905 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1411,9 +1411,12 @@ LIGHT_SHADER_CODE #endif #define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, SHADOW_DEPTH(texture2D(p_shadow, p_pos))) -#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, SHADOW_DEPTH(texture2DProj(p_shadow, p_pos))) float sample_shadow(highp sampler2D shadow, highp vec4 spos) { + spos.xyz /= spos.w; + vec2 pos = spos.xy; + float depth = spos.z; + #ifdef SHADOW_MODE_PCF_13 // Soft PCF filter adapted from three.js: @@ -1421,9 +1424,6 @@ float sample_shadow(highp sampler2D shadow, highp vec4 spos) { // This method actually uses 16 shadow samples. This soft filter isn't needed in GLES3 // as we can use hardware-based linear filtering instead of emulating it in the shader // like we're doing here. - spos.xyz /= spos.w; - vec2 pos = spos.xy; - float depth = spos.z; vec2 f = fract(pos * (1.0 / shadow_pixel_size) + 0.5); pos -= f * shadow_pixel_size; @@ -1461,10 +1461,6 @@ float sample_shadow(highp sampler2D shadow, highp vec4 spos) { #ifdef SHADOW_MODE_PCF_5 - spos.xyz /= spos.w; - vec2 pos = spos.xy; - float depth = spos.z; - float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth); avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth); avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth); @@ -1474,9 +1470,9 @@ float sample_shadow(highp sampler2D shadow, highp vec4 spos) { #endif -#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13) +#if !defined(SHADOW_MODE_PCF_5) && !defined(SHADOW_MODE_PCF_13) - return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos); + return SAMPLE_SHADOW_TEXEL(shadow, pos, depth); #endif }