EDIT: shadow on/off
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@@ -346,12 +346,15 @@ void SceneManager::update_scene()
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if (_context)
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{
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const auto &ss = _context->shadowSettings;
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const uint32_t rtEnabled = (ss.mode != 0) ? 1u : 0u;
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// RT shadows are considered active only when shadows are enabled and
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// a hybrid/RT shadow mode is selected (mode != 0).
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const uint32_t rtEnabled = (ss.enabled && ss.mode != 0u) ? 1u : 0u;
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const uint32_t reflMode = _context->reflectionMode;
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// rtOptions.x = RT shadows enabled, y = cascade mask, z = shadow mode, w = reflection mode (SSR/RT)
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sceneData.rtOptions = glm::uvec4(rtEnabled, ss.hybridRayCascadesMask, ss.mode, reflMode);
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// rtParams.x = N·L threshold for hybrid shadows; remaining components reserved
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sceneData.rtParams = glm::vec4(ss.hybridRayNoLThreshold, 0.0f, 0.0f, 0.0f);
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// rtParams.x = N·L threshold for hybrid shadows
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// rtParams.y = shadows enabled flag (1.0 = on, 0.0 = off)
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sceneData.rtParams = glm::vec4(ss.hybridRayNoLThreshold, ss.enabled ? 1.0f : 0.0f, 0.0f, 0.0f);
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}
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// Fill punctual lights into GPUSceneData
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