diff --git a/Shaders/deferred_light/deferred_light.frag.glsl b/Shaders/deferred_light/deferred_light.frag.glsl index 24f8d9b7..63d66a00 100644 --- a/Shaders/deferred_light/deferred_light.frag.glsl +++ b/Shaders/deferred_light/deferred_light.frag.glsl @@ -91,15 +91,8 @@ out vec4 fragColor; #ifndef _NoShadows float shadowTest(const vec3 lPos) { - #ifdef _Clampstc - // Filtering out of bounds, remove - // const vec2 border = vec2(1.0 / shadowmapSize[0], 1.0 / shadowmapSize[1]) * 2.0; - // lPos.xy = clamp(lPos.xy, border[0], 1.0 - border[1]); - if (lPos.x < 0.0) return 1.0; - if (lPos.y < 0.0) return 1.0; - if (lPos.x > 1.0) return 1.0; - if (lPos.y > 1.0) return 1.0; - #endif + // Out of bounds + if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return 1.0; #ifdef _PCSS return PCSS(lPos.xy, lPos.z - shadowsBias); diff --git a/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl b/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl index b56bfaf9..48661b05 100644 --- a/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl +++ b/Shaders/deferred_light_quad/deferred_light_quad.frag.glsl @@ -56,16 +56,6 @@ out vec4 fragColor; #ifndef _NoShadows float shadowTest(const vec3 lPos) { - - #ifdef _Clampstc - // Filtering out of bounds, remove - // const vec2 border = vec2(1.0 / shadowmapSize[0], 1.0 / shadowmapSize[1]) * 2.0; - // lPos.xy = clamp(lPos.xy, border[0], 1.0 - border[1]); - if (lPos.x < 0.0) return 1.0; - if (lPos.y < 0.0) return 1.0; - if (lPos.x > 1.0) return 1.0; - if (lPos.y > 1.0) return 1.0; - #endif #ifdef _PCSS return PCSS(lPos.xy, lPos.z - shadowsBias);