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llf: broken in VR due to eye desync #601
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Initial review seems to be caused by skyrim-community-shaders/package/Shaders/Lighting.hlsl Lines 2134 to 2136 in e3f9d96
The shadowComponent is not matching. |
PR reverted since it seems to hurt flat |
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Closed
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Updates commonlibng to latest with correct RE for VR in BSShadowLight. closes doodlum#601
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Updates commonlibng to latest with correct RE for VR in BSShadowLight. closes doodlum#601
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Updates commonlibng to latest with correct RE for VR in BSShadowLight. closes doodlum#601
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* feat(VR): enable volumetric lighting * fix: fix stereo access to VLTex VLTex is still mono and causes artifacts, but this is a correct step once it is stereo. #565 (comment) * fix: fix stereouv access * fix: fix WindInput * feat: add initial RE for ISFullScreenVR * fix: fix previous depth calculation in dynres The depth stencil from ISDepthBufferCopy is actually full size and not scaled with dynres enabled. * feat: add dynres status to state * fix: fix dynres for volumetric lighting * chore: fix typo * fix: require vr address library 0.154.0 * fix: fix crash of shizof mods at dataloaded * revert: "feat: add dynres status to state" This reverts commit c3658ad. * fix: use Util::IsDynamicResolution * fix: fix improper depth size when downsampled * fix: fix bad rendering with bDepthBufferCulling With bDepthBufferCulling enabled, culling is incorrect if diskcache is on until ShaderCache is cleared. This is a stopgap until root cause is identified. * fix(VR): fix VR desync closes #601 * revert: "fix(VR): fix VR desync" This reverts commit 958bc9a. * style: 🎨 apply clang-format changes * style: fix doxygen spacing * refactor: use new namespaces * fix: fix VR namespace define conflict * chore: remove unused vr code * refactor: fix flat compile errors
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Caused by #506
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