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author | Clément Foucault <foucault.clem@gmail.com> | 2018-07-16 20:54:37 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-07-16 21:08:09 +0300 |
commit | 1f69ffd35b08768e8605496be4389e6bbea39ba7 (patch) | |
tree | 7677b2ba72a9c2b238ac61107cd0831cc6adeb5a /source/blender/draw/engines/eevee/eevee_lights.c | |
parent | 44a9c392290320b7ff1d439af75d073360386c1b (diff) |
Eevee: Fix Cascaded Shadow Maps glitches
There was an issue that caused the cascaded shadow map to appear glitchy
when the lamp was not at the origin.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lights.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 0f0d9d281c9..431fc9fe561 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -891,7 +891,7 @@ static void eevee_shadow_cascade_setup( frustum_min_bounding_sphere(corners, center, &(sh_data->radius[c])); /* Project into lightspace */ - mul_mat3_m4_v3(viewmat, center); + mul_m4_v3(viewmat, center); /* Snap projection center to nearest texel to cancel shimmering. */ float shadow_origin[2], shadow_texco[2]; |