Changes to shadowpass
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@@ -50,10 +50,10 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
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float nearClip = camera.nearPlane;
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float farClip = camera.farPlane;
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float clipRange = nearClip - farClip;
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float clipRange = farClip - nearClip;
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float minZ = farClip;
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float maxZ = nearClip;
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float minZ = nearClip;
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float maxZ = farClip;
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float range = maxZ - minZ;
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float ratio = maxZ / minZ;
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@@ -63,8 +63,8 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
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float log = minZ * std::pow(ratio, p);
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float uniform = minZ + range * p;
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float d = cascadeSplitLambda * (log - uniform) + uniform;
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cascadeSplits[i] = (d - farClip) / clipRange;
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splitDepths[i] = farClip + cascadeSplits[i] * clipRange;
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cascadeSplits[i] = (d - nearClip) / clipRange;
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splitDepths[i] = farClip - cascadeSplits[i] * clipRange;
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cascades[i].viewParams.clear();
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}
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cascadeSplitsBuffer->updateContents(0, sizeof(float) * NUM_CASCADES, splitDepths);
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@@ -111,7 +111,7 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
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Vector cameraPos = frustumCenter - lightDir * -minExtents.z;
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Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
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Matrix4 projectionMatrix =
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orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f, maxExtents.z - minExtents.z);
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orthographicProjection(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, maxExtents.z - minExtents.z, 0.0f);
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Matrix4 viewProjectionMatrix = projectionMatrix * viewMatrix;
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viewParams = {
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.viewMatrix = viewMatrix,
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