diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 59f1b1fd94c..47d273d789d 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -2057,7 +2057,7 @@ void fragment_shader(in SceneData scene_data) { shadow = 1.0; #endif - float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0; + float size_A = sc_use_directional_soft_shadows ? directional_lights.data[i].size : 0.0; light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, #ifndef DEBUG_DRAW_PSSM_SPLITS diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 47e6fe5873b..40ca74ae07c 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -375,7 +375,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) { vec2 suv = pssm_coord.xy + (disk_rotation * scene_data_block.data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; float d = textureLod(sampler2D(shadow, SAMPLER_LINEAR_CLAMP), suv, 0.0).r; - if (d < pssm_coord.z) { + if (d > pssm_coord.z) { blocker_average += d; blocker_count += 1.0; } @@ -384,7 +384,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex if (blocker_count > 0.0) { //blockers found, do soft shadow blocker_average /= blocker_count; - float penumbra = (pssm_coord.z - blocker_average) / blocker_average; + float penumbra = (-pssm_coord.z + blocker_average) / (1.0 - blocker_average); tex_scale *= penumbra; float s = 0.0; @@ -488,7 +488,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { if (blocker_count > 0.0) { //blockers found, do soft shadow blocker_average /= blocker_count; - float penumbra = (z_norm + blocker_average) / blocker_average; + float penumbra = (-z_norm + blocker_average) / (1.0 - blocker_average); tangent *= penumbra; bitangent *= penumbra; @@ -736,7 +736,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { vec2 suv = shadow_uv + (disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy) * uv_size; suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max); float d = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), suv, 0.0).r; - if (d < splane.z) { + if (d > splane.z) { blocker_average += d; blocker_count += 1.0; } @@ -745,7 +745,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { if (blocker_count > 0.0) { //blockers found, do soft shadow blocker_average /= blocker_count; - float penumbra = (z_norm - blocker_average) / blocker_average; + float penumbra = (-z_norm + blocker_average) / (1.0 - blocker_average); uv_size *= penumbra; shadow = 0.0;