EEVEE Next: Tag shadowmap usage for transparent object volumes #104580
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@ -114,11 +114,9 @@ void shadow_tag_usage_tilemap_punctual(uint l_idx, vec3 P, vec3 V, float dist_to
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}
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else {
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uint faces = 0u;
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/* TODO (Miguel Pozo): This is terrible.
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* Test sphere against frustums instead ? */
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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for (int z = -1; z <= 1; z++) {
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for (int x = -1; x <= 1; x += 2) {
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for (int y = -1; y <= 1; y += 2) {
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for (int z = -1; z <= 1; z += 2) {
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vec3 _lP = lP + vec3(x, y, z) * radius;
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faces |= 1u << shadow_punctual_face_index_get(_lP);
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}
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