EEVEE-Next: Shadow: Use atan_fast instead of atan
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@@ -8,6 +8,7 @@
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#pragma BLENDER_REQUIRE(gpu_shader_math_base_lib.glsl)
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#pragma BLENDER_REQUIRE(gpu_shader_math_matrix_lib.glsl)
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#pragma BLENDER_REQUIRE(gpu_shader_math_fast_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_light_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_shadow_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
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@@ -162,7 +163,7 @@ ShadowRayDirectional shadow_ray_generate_directional(
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float dist_to_near_plane = -lP.z - clip_near;
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/* Trace in a radius that is covered by low resolution page inflation. */
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float max_tracing_distance = texel_radius * float(SHADOW_PAGE_RES << SHADOW_TILEMAP_LOD);
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float max_tracing_angle = atan(max_tracing_distance / dist_to_near_plane);
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float max_tracing_angle = atan_fast(max_tracing_distance / dist_to_near_plane);
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float shadow_angle = min(light_sun_data_get(light).shadow_angle, max_tracing_angle);
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/* Light shape is 1 unit away from the shading point. */
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