Increasing shadowmap resolution
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@@ -168,7 +168,7 @@ void ShadowPass::endFrame() {}
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void ShadowPass::publishOutputs() {
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void ShadowPass::publishOutputs() {
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shadowViewport = graphics->createViewport(nullptr, ViewportCreateInfo{.dimensions =
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shadowViewport = graphics->createViewport(nullptr, ViewportCreateInfo{.dimensions =
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{
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{
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.size = {2048, 2048},
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.size = {8192, 8192},
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.offset = {0, 0},
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.offset = {0, 0},
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},
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},
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.fieldOfView = 0,
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.fieldOfView = 0,
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@@ -95,8 +95,8 @@ void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& di
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if (shadowMaps.size() < dirs.size()) {
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if (shadowMaps.size() < dirs.size()) {
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shadowMaps.add(graphics->createTexture2D(TextureCreateInfo{
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shadowMaps.add(graphics->createTexture2D(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.width = 2048,
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.width = 8192,
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.height = 2048,
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.height = 8192,
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.elements = (uint32)dirs.size(),
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.elements = (uint32)dirs.size(),
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
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.name = "ShadowMap",
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.name = "ShadowMap",
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