diff --git a/src/Nazara/Graphics/Resources/Shaders/PhongMaterial.nzsl b/src/Nazara/Graphics/Resources/Shaders/PhongMaterial.nzsl index c4d1b7a7e..37d775b37 100644 --- a/src/Nazara/Graphics/Resources/Shaders/PhongMaterial.nzsl +++ b/src/Nazara/Graphics/Resources/Shaders/PhongMaterial.nzsl @@ -217,7 +217,6 @@ fn main(input: VertToFrag) -> FragOut const sampleCount = 4; const offset = 0.005; - const bias = 0.05; const invSampleCount = 1.0 / f32(sampleCount); const start = vec3[f32](offset * 0.5, offset * 0.5, offset * 0.5); @@ -237,8 +236,8 @@ fn main(input: VertToFrag) -> FragOut let depth = shadowMapsCube[i].Sample(sampleDir).r; depth = LinearizeDepth(depth, 0.01, lightRadius); - - if (depth > dist - bias) + + if (depth > dist) shadowFactor += shadowContribution; } } diff --git a/src/Nazara/Graphics/SubmeshRenderer.cpp b/src/Nazara/Graphics/SubmeshRenderer.cpp index 74179e89e..ea1bd6535 100644 --- a/src/Nazara/Graphics/SubmeshRenderer.cpp +++ b/src/Nazara/Graphics/SubmeshRenderer.cpp @@ -192,7 +192,7 @@ namespace Nz auto& textureEntry = m_textureBindingCache.emplace_back(); textureEntry.texture = texture; - textureEntry.sampler = shadowSampler.get(); + textureEntry.sampler = defaultSampler.get(); //< cube shadowmap don't use depth compare } auto& bindingEntry = m_bindingCache.emplace_back();