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Properly calculate penumbra for soft shadows with reverse z #91191

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merged 1 commit into from
Apr 26, 2024

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clayjohn
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Fixes: #91142

For omnilights, the blocker search flipped the comparison appropriately already, but for all light types the penumbra calculation was broken. They all work now.

The other change uses the spec constant for directional light soft shadows when calculating size_A. Its just a typo that needs to be cleaned up. The current behaviour is the DirectionalLight3D size is ignored unless a positional light with soft shadows touched the mesh.

Also fix a related bug where the DirectionalLight3D size was ignored unless a positional light with soft shadows touched the mesh
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LGTM

@catboy-catfish
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catboy-catfish commented Apr 26, 2024

Thanks, guys. Hope this gets merged soon if it's in good enough of a state to do so.

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@akien-mga akien-mga merged commit 853740e into godotengine:master Apr 26, 2024
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Thanks!

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DirectionalLight3D and SpotLight3D have broken shadows when Angular Distance or Size is higher than 0
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