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#ActualPixelSmasher

Posted 07 February 2013 - 12:39 PM

Sorry it was like I was talking to myself ^^

 

I've already encountered this problem while coding PCF, the problem was located in

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize);

 

I remember that the solution was something like:

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize + float2(0.5, 0.5));

 

EDIT : or it could be something similar when you compute your offsets in:

float2 offset = float2(x, y) * (1.0f / ShadowMapSize);

Try:

float2 offset = (float2(x, y) + float2(0.5, 0.5)) * (1.0f / ShadowMapSize);

 


 


#6PixelSmasher

Posted 07 February 2013 - 12:38 PM

Sorry it was like I was talking to myself ^^

 

I've already encountered this problem while coding PCF, the problem was located in
 

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize);

 

I remember that the solution was something like:

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize + float2(0.5, 0.5));

 

EDIT : or it could be something similar when you compute your offsets in:

float2 offset = float2(x, y) * (1.0f / ShadowMapSize);

Try:

float2 offset = (float2(x, y) + float2(0.5, 0.5)) * (1.0f / ShadowMapSize);

 


 


#5PixelSmasher

Posted 07 February 2013 - 12:35 PM

Sorry it was like I was talking to myself ^^

 

I've already encountered this problem while coding PCF, the problem was located in
 

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize);

 

I remember that the solution was something like:

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize + float2(0.5, 0.5));

 

EDIT : or it could be something similar when you compute your offsets in:

float2 offset = float2(x, y) * (1.0f / ShadowMapSize);

Try:

float2 offset = float2(x + 0.5, y + 0.5) * (1.0f / ShadowMapSize);

 


 


#4PixelSmasher

Posted 07 February 2013 - 12:34 PM

Sorry it was like I was talking to myself ^^

 

I've already encountered this problem while coding PCF, the problem was located in
 

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize);

 

I remember that the solution was something like:

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize + float2(0.5, 0.5));

 

EDIT : or it could be something similar when you compute your offsets in:

float2 offset = float2(x, y) * (1.0f / ShadowMapSize);

#3PixelSmasher

Posted 07 February 2013 - 12:33 PM

Sorry it was like I was talking to myself ^^

 

I've alreday encountered this problem while coding PCF, the problem was located in
 

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize);

 

I remember that the solution was something like:

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize + float2(0.5, 0.5));

 

EDIT : or it could be something similar when you compute your offsets in:

float2 offset = float2(x, y) * (1.0f / ShadowMapSize);

#2PixelSmasher

Posted 07 February 2013 - 12:31 PM

Sorry it was like I was talking to myself ^^

 

I've alreday encountered this problem while coding PCF, the problem was located in
 

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize);

 

I remember that the solution was something like:

float2 fracs = frac(shadowTexCoord.xy * ShadowMapSize + float2(0.5, 0.5));

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