diff options
Diffstat (limited to 'drivers/gles3/storage/light_storage.cpp')
-rw-r--r-- | drivers/gles3/storage/light_storage.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/drivers/gles3/storage/light_storage.cpp b/drivers/gles3/storage/light_storage.cpp index f5d1f8dabd..d7d77c6b8f 100644 --- a/drivers/gles3/storage/light_storage.cpp +++ b/drivers/gles3/storage/light_storage.cpp @@ -1020,7 +1020,7 @@ bool LightStorage::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_i glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_GREATER); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X, texture_id, 0); @@ -1042,7 +1042,7 @@ bool LightStorage::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_i glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture_id, 0); @@ -1128,14 +1128,14 @@ void LightStorage::update_directional_shadow_atlas() { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0); } glUseProgram(0); glDepthMask(GL_TRUE); glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo); - RasterizerGLES3::clear_depth(1.0); + RasterizerGLES3::clear_depth(0.0); glClear(GL_DEPTH_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, 0); |