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2 changes: 1 addition & 1 deletion src/renderers/shaders/ShaderLib/vsm_frag.glsl.js
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ void main() {

for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {

#ifdef HORIZONAL_PASS
#ifdef HORIZONTAL_PASS

vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );
mean += distribution.x;
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14 changes: 7 additions & 7 deletions src/renderers/webgl/WebGLShadowMap.js
Original file line number Diff line number Diff line change
Expand Up @@ -48,8 +48,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {

} );

const shadowMaterialHorizonal = shadowMaterialVertical.clone();
shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
const shadowMaterialHorizontal = shadowMaterialVertical.clone();
shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;

const fullScreenTri = new BufferGeometry();
fullScreenTri.setAttribute(
Expand Down Expand Up @@ -215,14 +215,14 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
_renderer.clear();
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );

// horizonal pass
// horizontal pass

shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
_renderer.setRenderTarget( shadow.map );
_renderer.clear();
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );

}

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