@@ -65,14 +65,6 @@ export default /* glsl */`
6565
6666 #endif
6767
68- /*
69- #if NUM_RECT_AREA_LIGHTS > 0
70-
71- // TODO (abelnation): create uniforms for area light shadows
72-
73- #endif
74- */
75-
7668 float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
7769
7870 float depth = unpackRGBAToDepth( texture2D( depths, uv ) );
@@ -95,25 +87,25 @@ export default /* glsl */`
9587
9688 }
9789
98- float VSMShadow ( sampler2D shadow, vec2 uv, float compare ){
90+ float VSMShadow( sampler2D shadow, vec2 uv, float compare ) {
9991
10092 float occlusion = 1.0;
10193
10294 vec2 distribution = texture2DDistribution( shadow, uv );
10395
10496 #ifdef USE_REVERSED_DEPTH_BUFFER
10597
106- float hard_shadow = step( distribution.x, compare ); // Hard Shadow
98+ float hard_shadow = step( distribution.x, compare );
10799
108100 #else
109101
110- float hard_shadow = step( compare , distribution.x ); // Hard Shadow
102+ float hard_shadow = step( compare, distribution.x );
111103
112104 #endif
113105
114- if (hard_shadow != 1.0 ) {
106+ if ( hard_shadow != 1.0 ) {
115107
116- float distance = compare - distribution.x ;
108+ float distance = compare - distribution.x;
117109 float variance = max( 0.00000, distribution.y * distribution.y );
118110 float softness_probability = variance / (variance + distance * distance ); // Chebeyshevs inequality
119111 softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); // 0.3 reduces light bleed
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