Fix comment

This commit is contained in:
bloeys
2024-04-15 03:22:25 +04:00
parent 92855c52f9
commit 22ba9ca891

View File

@ -117,7 +117,7 @@ float CalcShadow(sampler2D shadowMap, vec3 lightDir)
// angle gives a higher bias, as shadow acne gets worse with angle // angle gives a higher bias, as shadow acne gets worse with angle
float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005); float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
// 'Percentage Close Filtering'. B // 'Percentage Close Filtering'.
// Basically get soft shadows by averaging this texel and surrounding ones // Basically get soft shadows by averaging this texel and surrounding ones
float shadow = 0; float shadow = 0;
vec2 texelSize = 1 / textureSize(shadowMap, 0); vec2 texelSize = 1 / textureSize(shadowMap, 0);