diff --git a/src/Renderer.cpp b/src/Renderer.cpp index dac65b9..146ab7a 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -15,9 +15,9 @@ Renderer::Renderer() #endif m_ShadowMapRes = 2048; - m_SunPosition = glm::vec3(0, 1.5f, 10); + m_SunPosition = glm::vec3(0, 3.5f, 10); m_SunTarget = glm::vec3(0, 0, 0); - m_SunProjection = glm::ortho(-200, 200, -100, 400, -800, 600); + m_SunProjection = glm::ortho(-100, 100, -100, 100, -100, 100); Lights = 0; } @@ -171,7 +171,7 @@ void Renderer::Draw(double dt) } } - //DrawDebugShadowMap(); + DrawDebugShadowMap(); #endif ClearStuff(); diff --git a/src/Shaders/Fragment.glsl b/src/Shaders/Fragment.glsl index 4aead15..2829028 100755 --- a/src/Shaders/Fragment.glsl +++ b/src/Shaders/Fragment.glsl @@ -51,7 +51,7 @@ void main() { //bias = clamp(bias, 0.0, 0.01); float visibility = 1.0; if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) { - float bias = 0.0005; + float bias = 0.00005; vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy); if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) { visibility = 0.3;