ADD: Clipmap shadow tuning
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@@ -8,7 +8,6 @@ layout(location=0) out vec4 outColor;
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layout(set=1, binding=0) uniform sampler2D posTex;
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layout(set=1, binding=1) uniform sampler2D normalTex;
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layout(set=1, binding=2) uniform sampler2D albedoTex;
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// Mixed near + CSM: shadowTex[0] is the near/simple map, 1..N-1 are cascades
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layout(set=2, binding=0) uniform sampler2D shadowTex[4];
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const float PI = 3.14159265359;
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@@ -42,7 +41,7 @@ uint selectCascadeIndex(vec3 worldPos)
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return i;
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}
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}
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return 3u; // fallback to farthest level
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return 3u;
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}
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float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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@@ -71,7 +70,7 @@ float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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vec2 texelSize = 1.0 / vec2(dim);
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float baseRadius = 1.25;
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// Slightly increase filter for farther cascades
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float radius = mix(baseRadius, baseRadius * 3.0, float(ci) / 3.0);
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float ang = hash12(suv * 4096.0) * 6.2831853;
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