diff --git a/Build/Shaders/DX11_Rooms.fx b/Build/Shaders/DX11_Rooms.fx index 08007ee2c..24a31f3a0 100644 --- a/Build/Shaders/DX11_Rooms.fx +++ b/Build/Shaders/DX11_Rooms.fx @@ -105,8 +105,7 @@ float4 PS(PixelShaderInput input) : SV_TARGET // If clip space z value greater than shadow map value then pixel is in shadow if (shadowMapDepth < realDepth) - return float4(0, 0, 0, 1); - //doLights = false; + return float4(output.xyz * colorMul.xyz / 2.0f, 1.0f); } } diff --git a/TR5Main/Renderer/Renderer11.cpp b/TR5Main/Renderer/Renderer11.cpp index 315f6681f..5cd94f359 100644 --- a/TR5Main/Renderer/Renderer11.cpp +++ b/TR5Main/Renderer/Renderer11.cpp @@ -7285,8 +7285,8 @@ bool Renderer11::drawShadowMap() Matrix view = Matrix::CreateLookAt(lightPos, itemPos, Vector3(0.0f, -1.0f, 0.0f)); - Matrix projection = Matrix::CreatePerspectiveFieldOfView(90.0f * RADIAN, 1.0f, 128.0f, - (m_shadowLight->Type == LIGHT_TYPE_POINT ? m_shadowLight->Out : m_shadowLight->Range)); + Matrix projection = Matrix::CreatePerspectiveFieldOfView(90.0f * RADIAN, 1.0f, 64.0f, + (m_shadowLight->Type == LIGHT_TYPE_POINT ? m_shadowLight->Out : m_shadowLight->Range) * 1.2f); m_stCameraMatrices.View = view.Transpose(); m_stCameraMatrices.Projection = projection.Transpose(); diff --git a/TR5Main/Shaders/DX11_Rooms.fx b/TR5Main/Shaders/DX11_Rooms.fx index 08007ee2c..24a31f3a0 100644 --- a/TR5Main/Shaders/DX11_Rooms.fx +++ b/TR5Main/Shaders/DX11_Rooms.fx @@ -105,8 +105,7 @@ float4 PS(PixelShaderInput input) : SV_TARGET // If clip space z value greater than shadow map value then pixel is in shadow if (shadowMapDepth < realDepth) - return float4(0, 0, 0, 1); - //doLights = false; + return float4(output.xyz * colorMul.xyz / 2.0f, 1.0f); } }