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* Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance |
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| .. | ||
| pass1_fragment.glsl | ||
| pass1_trans_fragment.glsl | ||
| pass1_trans_vertex.glsl | ||
| pass1_vertex.glsl | ||
| pass2_fragment.glsl | ||
| pass2_vertex.glsl | ||