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Improved shadow mapping performance using randomly rotated Poisson discs
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4 changed files with 80 additions and 7 deletions
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@ -224,6 +224,7 @@ idCVar r_shadowMapSingleSide( "r_shadowMapSingleSide", "-1", CVAR_RENDERER | CVA
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idCVar r_shadowMapImageSize( "r_shadowMapImageSize", "1024", CVAR_RENDERER | CVAR_INTEGER, "", 128, 2048 );
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idCVar r_shadowMapJitterScale( "r_shadowMapJitterScale", "0.006", CVAR_RENDERER | CVAR_FLOAT, "scale factor for jitter offset" );
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idCVar r_shadowMapBiasScale( "r_shadowMapBiasScale", "0.0001", CVAR_RENDERER | CVAR_FLOAT, "scale factor for jitter bias" );
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idCVar r_shadowMapRandomizeJitter( "r_shadowMapRandomizeJitter", "1", CVAR_RENDERER | CVAR_BOOL, "randomly offset jitter texture each draw" );
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idCVar r_shadowMapSplits( "r_shadowMapSplits", "3", CVAR_RENDERER | CVAR_INTEGER, "number of splits for cascaded shadow mapping with parallel lights", 0, 4 );
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idCVar r_shadowMapSplitWeight( "r_shadowMapSplitWeight", "0.9", CVAR_RENDERER | CVAR_FLOAT, "" );
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idCVar r_shadowMapLodScale( "r_shadowMapLodScale", "1.4", CVAR_RENDERER | CVAR_FLOAT, "" );
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