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Implement shadow offsets for the new SM distortion function (#12191)
* 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
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@@ -69,12 +69,18 @@ public:
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const core::matrix4 &getFutureProjectionMatrix() const;
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core::matrix4 getViewProjMatrix();
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/// Gets the light's far value.
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/// Gets the light's maximum far value, i.e. the shadow boundary
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f32 getMaxFarValue() const
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{
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return farPlane * BS;
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}
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/// Gets the current far value of the light
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f32 getFarValue() const
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{
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return shadow_frustum.zFar;
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}
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/// Gets the light's color.
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const video::SColorf &getLightColor() const
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