Example #1
0
        /// <summary>
        /// Shadow map shader
        /// </summary>
        public ShadowMapShader()
            : base(ShaderFilename)
        {
            // We use R32F, etc. and have a lot of precision
            compareDepthBias = 0.0001f;

            // Ok, time to create the shadow map render target
            shadowMapTexture = new RenderToTexture(
                RenderToTexture.SizeType.ShadowMap);

            CalcShadowMapBiasMatrix();

            shadowMapBlur = new ShadowMapBlur();
        }
Example #2
0
        /// <summary>
        /// Shadow map shader
        /// </summary>
        public ShadowMapShader()
            : base(ShaderFilename)
        {
            if (BaseGame.CanUsePS20)
                // We use R32F, etc. and have a lot of precision
                compareDepthBias = 0.0001f;
            else
                // A8R8G8B8 isn't very precise, increase comparing depth bias
                compareDepthBias = 0.0075f;// 0.025f;

            // Ok, time to create the shadow map render target
            shadowMapTexture = new RenderToTexture(
                RenderToTexture.SizeType.ShadowMap);

            CalcShadowMapBiasMatrix();

            shadowMapBlur = new ShadowMapBlur();
        }
        /// <summary>
        /// Shadow map shader
        /// </summary>
        public ShadowMapShader()
            : base(ShaderFilename)
        {
            // We use R32F, etc. and have a lot of precision
            compareDepthBias = 0.0001f;

            // Ok, time to create the shadow map render target
            shadowMapTexture = new RenderToTexture(
                RenderToTexture.SizeType.ShadowMap);

            CalcShadowMapBiasMatrix();

            shadowMapBlur = new ShadowMapBlur();
        }