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Improve shadow filters (#12195)
* Rewrite shadow filtering for the new distortion * Calculate penumbra radius using a single sample * Avoid peter-panning effect due to filtering of short shadows * Add adaptive filter quality for soft shadows * Avoid sharp shadows on surfaces without normals (e.g. plants) * Increase default and maximum soft shadow radius * Make line numbers in shader errors match the code
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9 changed files with 131 additions and 220 deletions
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@ -771,6 +771,8 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n";
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}
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shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
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std::string common_header = shaders_header.str();
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std::string vertex_shader = m_sourcecache.getOrLoad(name, "opengl_vertex.glsl");
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