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path: root/src/client/shadows/dynamicshadows.h
AgeCommit message (Collapse)Author
2022-11-20Avoid shadow flicker at certain angles (#12961)x2048
Change the way look direction and camera position are quantized when calculating light frustum
2022-04-14Implement shadow offsets for the new SM distortion function (#12191)x2048
* Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
2022-04-07Adjust shadowmap distortion to use entire SM texture (#12166)x2048
2022-03-07Correct normal bias for entitiesDmitry Kostenko
Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane
2021-07-25Distribute shadow map update over multiple frames to reduce stutter (#11422)x2048
Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
2021-06-06Shadow mapping render pass (#11244)Liso
Co-authored-by: x2048 <codeforsmile@gmail.com>