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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2025-03-11 00:59:34 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2025-03-11 01:13:59 +0000 |
commit | d0ea1598abdb55c98ca8daea857f6fca77119928 (patch) | |
tree | 57bf784f00554b11197363d67c3750c92eabd61f /gfx/gl | |
parent | Cull terrain meshes from render that don't cast a shadow into the frustum (diff) | |
download | ilt-d0ea1598abdb55c98ca8daea857f6fca77119928.tar.bz2 ilt-d0ea1598abdb55c98ca8daea857f6fca77119928.tar.xz ilt-d0ea1598abdb55c98ca8daea857f6fca77119928.zip |
Rebalance shadow band distribution
Extends the initial band from around 34m to around 100m.
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index 28ef0ae..6525f76 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -56,7 +56,7 @@ constexpr auto shadowBands = []<GlobalDistance... ints>(const float scaleFactor, std::integer_sequence<GlobalDistance, ints...>) { const auto base = 10'000'000 / pow(scaleFactor, sizeof...(ints) - 1); return std::array {1, static_cast<GlobalDistance>((base * pow(scaleFactor, ints)))...}; - }(6.6F, std::make_integer_sequence<GlobalDistance, ShadowMapper::SHADOW_BANDS>()); + }(4.6F, std::make_integer_sequence<GlobalDistance, ShadowMapper::SHADOW_BANDS>()); static_assert(shadowBands.front() == 1); static_assert(shadowBands.back() == 10'000'000); |