Fix 113839: Eevee Next: Low resolution on local lights shadows

This was caused by the scalling factor not taken into
account during the usage tagging phase.
This commit is contained in:
Clément Foucault
2023-10-19 15:44:54 +02:00
parent aae0d12e50
commit 439d3ae945

View File

@@ -124,6 +124,8 @@ void shadow_tag_usage_tilemap_punctual(
}
/* Apply resolution ratio. */
footprint_ratio *= tilemap_projection_ratio;
/* Take the frustum padding into account. */
footprint_ratio *= light.clip_side / orderedIntBitsToFloat(light.clip_near);
if (radius == 0) {
int face_id = shadow_punctual_face_index_get(lP);