WIP: eevee-next-world-irradiance #108304
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@ -50,7 +50,7 @@ void shadow_tag_usage_tilemap_directional(uint l_idx, vec3 P, vec3 V, float radi
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vec3 lP = shadow_world_to_local(light, P);
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if (radius == 0) {
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if (radius == 0.0) {
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ShadowCoordinates coord = shadow_directional_coordinates(light, lP);
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shadow_tag_usage_tile(light, coord.tile_coord, 0, coord.tilemap_index);
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}
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@ -62,9 +62,9 @@ void shadow_tag_usage_tilemap_directional(uint l_idx, vec3 P, vec3 V, float radi
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for (int level = min_level; level <= max_level; level++) {
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ShadowCoordinates coord_min = shadow_directional_coordinates_at_level(
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light, lP - vec3(radius, radius, 0), level);
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light, lP - vec3(radius, radius, 0.0), level);
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ShadowCoordinates coord_max = shadow_directional_coordinates_at_level(
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light, lP + vec3(radius, radius, 0), level);
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light, lP + vec3(radius, radius, 0.0), level);
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for (int x = coord_min.tile_coord.x; x <= coord_max.tile_coord.x; x++) {
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for (int y = coord_min.tile_coord.y; y <= coord_max.tile_coord.y; y++) {
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