Fix frustum corner calculation for cascading shadows (Vulkan's clip space has a [0,1] z range instead of [-1,1]).

This commit is contained in:
carlkuesters 2023-02-20 23:13:19 +01:00
parent 27fa372391
commit e2b237f21d

View file

@ -663,10 +663,10 @@ public:
float splitDist = cascadeSplits[i];
glm::vec3 frustumCorners[8] = {
glm::vec3(-1.0f, 1.0f, -1.0f),
glm::vec3( 1.0f, 1.0f, -1.0f),
glm::vec3( 1.0f, -1.0f, -1.0f),
glm::vec3(-1.0f, -1.0f, -1.0f),
glm::vec3(-1.0f, 1.0f, 0.0f),
glm::vec3( 1.0f, 1.0f, 0.0f),
glm::vec3( 1.0f, -1.0f, 0.0f),
glm::vec3(-1.0f, -1.0f, 0.0f),
glm::vec3(-1.0f, 1.0f, 1.0f),
glm::vec3( 1.0f, 1.0f, 1.0f),
glm::vec3( 1.0f, -1.0f, 1.0f),