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path: root/drivers/gles3/storage/light_storage.cpp
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Diffstat (limited to 'drivers/gles3/storage/light_storage.cpp')
-rw-r--r--drivers/gles3/storage/light_storage.cpp8
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);