Revert variable shadow softness for performance reasons

This commit is contained in:
Lwmte 2024-12-25 11:27:58 +01:00
parent d0527bf2dd
commit 74499ccef2

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@ -128,9 +128,9 @@ float3 DoShadow(float3 worldPos, float3 normal, float3 lighting, float bias)
float samples = 0;
// Perform basic PCF filtering with distance-based kernel size
for (float y = -kernelSize; y <= kernelSize; y += 1.0)
for (float y = -SHADOW_BLUR_MIN; y <= SHADOW_BLUR_MIN; y += 1.0)
{
for (float x = -kernelSize; x <= kernelSize; x += 1.0)
for (float x = -SHADOW_BLUR_MIN; x <= SHADOW_BLUR_MIN; x += 1.0)
{
sum += ShadowMap.SampleCmpLevelZero(ShadowMapSampler, float3(lightClipSpace.xy + TexOffset(x, y), i), lightClipSpace.z);
samples += 1.0;