Fix typo that broke the directional shadowmap
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committed by
Benjamin Doherty
parent
9987e8b6ab
commit
b2dc8aa84c
@@ -1069,6 +1069,8 @@ void ShadowMap::visitScene(const FScene& scene, uint32_t visibleLayers,
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void ShadowMap::initSceneInfo(FScene const& scene, filament::CameraInfo const& camera,
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ShadowMap::SceneInfo& sceneInfo) {
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sceneInfo.vsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
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// We assume the light is at the origin to compute the SceneInfo. This is consumed later by
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// computeShadowCameraDirectional() which takes this into account.
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const mat4f V = camera.view;
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@@ -1098,7 +1100,6 @@ void ShadowMap::initSceneInfo(FScene const& scene, filament::CameraInfo const& c
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void ShadowMap::updateSceneInfo(const mat4f& Mv, FScene const& scene,
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ShadowMap::SceneInfo& sceneInfo) {
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sceneInfo.lsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
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sceneInfo.vsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
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visitScene(scene, sceneInfo.visibleLayers,
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[&](Aabb caster) {
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float2 nf = ShadowMap::computeNearFar(Mv, caster);
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