@@ -41,7 +41,7 @@ float calculateEVSM(vec3 moments, float Z, float vsmBias, float exponent) {
4141// ------ VSM 16 ------
4242
4343float VSM16(TEXTURE_ACCEPT(tex), vec2 texCoords, float resolution, float Z, float vsmBias, float exponent) {
44- vec3 moments = texture2D (tex, texCoords).xyz;
44+ vec3 moments = texture2DLod (tex, texCoords, 0.0 ).xyz;
4545 return calculateEVSM(moments, Z, vsmBias, exponent);
4646}
4747
@@ -58,18 +58,19 @@ float getShadowSpotVSM16(TEXTURE_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shado
5858float VSM32(TEXTURE_ACCEPT(tex), vec2 texCoords, float resolution, float Z, float vsmBias, float exponent) {
5959
6060 #ifdef CAPS_TEXTURE_FLOAT_FILTERABLE
61- vec3 moments = texture2D (tex, texCoords).xyz;
61+ vec3 moments = texture2DLod (tex, texCoords, 0.0 ).xyz;
6262 #else
6363 // manual bilinear filtering
6464 float pixelSize = 1.0 / resolution;
6565 texCoords -= vec2(pixelSize);
66- vec3 s00 = texture2D (tex, texCoords).xyz;
67- vec3 s10 = texture2D (tex, texCoords + vec2(pixelSize, 0)).xyz;
68- vec3 s01 = texture2D (tex, texCoords + vec2(0, pixelSize)).xyz;
69- vec3 s11 = texture2D (tex, texCoords + vec2(pixelSize)).xyz;
66+ vec3 s00 = texture2DLod (tex, texCoords, 0.0 ).xyz;
67+ vec3 s10 = texture2DLod (tex, texCoords + vec2(pixelSize, 0), 0.0 ).xyz;
68+ vec3 s01 = texture2DLod (tex, texCoords + vec2(0, pixelSize), 0.0 ).xyz;
69+ vec3 s11 = texture2DLod (tex, texCoords + vec2(pixelSize), 0.0 ).xyz;
7070 vec2 fr = fract(texCoords * resolution);
7171 vec3 h0 = mix(s00, s10, fr.x);
7272 vec3 h1 = mix(s01, s11, fr.x);
73+ vec3 moments = mix(h0, h1, fr.y);
7374 #endif
7475
7576 return calculateEVSM(moments, Z, vsmBias, exponent);
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