allow shadows to cast anywhere freely. this sacrifices the smooth transition that they had beforehand.

This commit is contained in:
Xonk
2025-03-10 01:11:18 -04:00
parent d31ebc8630
commit 940a202327
5 changed files with 40 additions and 48 deletions

View File

@ -122,21 +122,12 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
const int shadowMapResolution = 2048; // [512 768 1024 1536 2048 3172 4096 8192]
const float shadowDistance = 128.0; // [32.0 48.0 64.0 80.0 96.0 112.0 128.0 144.0 160.0 176.0 192.0 208.0 224.0 240.0 256.0 272.0 288.0 304.0 320.0 336.0 352.0 368.0 384.0 512.0 768.0 1024.0 1536.0 2048.0 4096.0 8192.0]
#ifdef IS_IRIS
#define OPTIMIZED_SHADOW_DISTANCE 1 // [-1 1]
const float shadowDistanceRenderMul = OPTIMIZED_SHADOW_DISTANCE;
#else
#define OPTIMIZED_SHADOW_DISTANCE 1 // [-1 1]
const float shadowDistanceRenderMul = float(OPTIMIZED_SHADOW_DISTANCE);
#endif
const float shadowDistanceRenderMul = 1.0;
const float entityShadowDistanceMul = 0.25; // [0.01 0.02 0.03 0.04 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.75 1.00]
#define RENDER_ENTITY_SHADOWS
#define RENDER_PLAYER_SHADOWS
#define SCREENSPACE_CONTACT_SHADOWS
#define Variable_Penumbra_Shadows
#define VPS_Search_Samples 4 // [4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32]