Fix frustum corner calculation for cascading shadows (Vulkan's clip space has a [0,1] z range instead of [-1,1]).
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1 changed files with 4 additions and 4 deletions
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@ -663,10 +663,10 @@ public:
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float splitDist = cascadeSplits[i];
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glm::vec3 frustumCorners[8] = {
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glm::vec3(-1.0f, 1.0f, -1.0f),
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glm::vec3( 1.0f, 1.0f, -1.0f),
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glm::vec3( 1.0f, -1.0f, -1.0f),
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glm::vec3(-1.0f, -1.0f, -1.0f),
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glm::vec3(-1.0f, 1.0f, 0.0f),
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glm::vec3( 1.0f, 1.0f, 0.0f),
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glm::vec3( 1.0f, -1.0f, 0.0f),
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glm::vec3(-1.0f, -1.0f, 0.0f),
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glm::vec3(-1.0f, 1.0f, 1.0f),
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glm::vec3( 1.0f, 1.0f, 1.0f),
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glm::vec3( 1.0f, -1.0f, 1.0f),
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