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More 3D Work
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
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@@ -3970,6 +3970,8 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc
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//float cull_max=p_cull_range.max;
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bool overlap = rasterizer->light_instance_get_pssm_shadow_overlap(p_light->light_info->instance);
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float cull_min=p_camera->znear;
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float cull_max=p_camera->zfar;
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float max_dist = rasterizer->light_directional_get_shadow_param(p_light->base_rid,VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE);
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@@ -3999,7 +4001,7 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc
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camera_matrix.set_orthogonal(
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p_camera->size,
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viewport_rect.width / (float)viewport_rect.height,
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distances[i],
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distances[(i==0 || !overlap )?i:i-1],
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distances[i+1],
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p_camera->vaspect
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@@ -4011,7 +4013,7 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc
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camera_matrix.set_perspective(
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p_camera->fov,
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viewport_rect.width / (float)viewport_rect.height,
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distances[i],
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distances[(i==0 || !overlap )?i:i-1],
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distances[i+1],
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p_camera->vaspect
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