Eevee: Refactor Shadow System
- Use only one 2d texture array to store all shadowmaps. - Allow to change shadow maps resolution. - Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
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@@ -811,7 +811,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
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if (grp != NULL) {
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DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
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DRW_shgroup_uniform_buffer(grp, "shadowCubes", &sldata->shadow_depth_cube_pool);
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DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_pool);
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DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
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DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
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DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
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