More noise
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@@ -91,21 +91,24 @@ void HydraDirectionalShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
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}
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glm::mat4 view = glm::lookAt(light_pos, target_pos, up_vector);
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float view_near = 0.1f;//max_shadow_range - shadow_distance;
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float view_far = 100000.0f;// max_shadow_range + shadow_distance;
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float shadow_inc = (view_far -4.0f) / 5.0f;
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for (uint32_t i = 0; i < 6; i++)
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{
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float view_near = 0.1f;//max_shadow_range - shadow_distance;
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float view_far = 2000.0f;// max_shadow_range + shadow_distance;
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glm::mat4 proj = glm::ortho(-view_size, view_size, -view_size, view_size, view_near, view_far);
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// Save data to component
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shad_comp.far_plane[i] = shadow_distance;
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shad_comp.near_plane[i] = 0;
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shad_comp.far_plane[i] = shadow_distance;
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shad_comp.near_plane[i] = 0;
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shad_comp.light_space_proj[i] = proj;
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shad_comp.light_space_view[i] = view;
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shad_comp.light_space_view[i] = view;
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// Scale bounds exponentially for the next cascade tier
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view_size *= 3.0f;
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shadow_distance *= 3.0f;
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view_size = view_size * 2.0f;
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shadow_distance = shadow_distance += shadow_inc;
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}
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// GetEngine()->ActorManager()->SetPosition(m_shadow_actor_id, light_pos);
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// GetEngine()->ActorManager()->SetOrientation(m_shadow_actor_id, pos_comp.orientation.x, pos_comp.orientation.y, pos_comp.orientation.z);
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