1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Pass angular diameter into light size constants for sky shaders.

This flew under the radar for so long since tan is nearly linear at small values
This commit is contained in:
clayjohn
2025-01-23 17:32:44 -08:00
parent 7b1ed520bd
commit 74989c639e
2 changed files with 2 additions and 15 deletions

View File

@@ -708,12 +708,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
sky_light_data.enabled = true;
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
sky_light_data.size = angular_diameter;
sky_light_data.size = Math::deg_to_rad(angular_diameter);
sky_globals.directional_light_count++;
if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
break;