fix volumetric lights not working with shadow map atlas enabled
Added missing code so the shader refers to the correct variable when using shadow map atlasing.
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386d2a3bf4
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5509096158
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@ -44,7 +44,15 @@ uniform vec2 cameraPlane;
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uniform vec3 sunDir;
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uniform vec3 sunCol;
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#ifdef _ShadowMap
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlasSun;
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#else
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uniform sampler2DShadow shadowMapAtlas;
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#endif
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#else
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uniform sampler2DShadow shadowMap;
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#endif
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uniform float shadowsBias;
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#ifdef _CSM
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//!uniform vec4 casData[shadowmapCascades * 4 + 4];
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@ -95,7 +103,17 @@ void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatter
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#endif
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vec4 lPos = LWVP * vec4(curPos, 1.0);
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lPos.xyz /= lPos.w;
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visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias));
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visibility = texture(
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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shadowMapAtlasSun
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#else
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shadowMapAtlas
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#endif
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#else
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shadowMap
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#endif
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, vec3(lPos.xy, lPos.z - shadowsBias));
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#endif
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#ifdef _SinglePoint
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