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Adjust shadowmap distortion to use entire SM texture (#12166)
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@@ -220,6 +220,7 @@ class MainShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<f32> m_shadow_strength;
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CachedPixelShaderSetting<f32> m_time_of_day;
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CachedPixelShaderSetting<f32> m_shadowfar;
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CachedPixelShaderSetting<f32, 4> m_camera_pos;
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CachedPixelShaderSetting<s32> m_shadow_texture;
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CachedVertexShaderSetting<f32> m_perspective_bias0_vertex;
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CachedPixelShaderSetting<f32> m_perspective_bias0_pixel;
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@@ -252,6 +253,7 @@ public:
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, m_shadow_strength("f_shadow_strength")
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, m_time_of_day("f_timeofday")
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, m_shadowfar("f_shadowfar")
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, m_camera_pos("CameraPos")
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, m_shadow_texture("ShadowMapSampler")
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, m_perspective_bias0_vertex("xyPerspectiveBias0")
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, m_perspective_bias0_pixel("xyPerspectiveBias0")
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@@ -321,6 +323,10 @@ public:
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f32 shadowFar = shadow->getMaxShadowFar();
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m_shadowfar.set(&shadowFar, services);
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f32 cam_pos[4];
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shadowViewProj.transformVect(cam_pos, light.getPlayerPos());
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m_camera_pos.set(cam_pos, services);
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// I dont like using this hardcoded value. maybe something like
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// MAX_TEXTURE - 1 or somthing like that??
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s32 TextureLayerID = 3;
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