Use Interleaved gradient noise for shadow samples

This commit is contained in:
clayjohn 2021-01-19 22:02:30 -08:00
parent 8a6d4dd5ed
commit 561de937b1

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@ -787,13 +787,11 @@ LIGHT_SHADER_CODE
#ifndef USE_NO_SHADOWS
// Produces cheap white noise, optimized for window-space
// Comes from: https://www.shadertoy.com/view/4djSRW
// Copyright: Dave Hoskins, MIT License
// Interleaved Gradient Noise
// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
float quick_hash(vec2 pos) {
vec3 p3 = fract(vec3(pos.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
return fract(magic.z * fract(dot(pos, magic.xy)));
}
float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {