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authorx2048 <codeforsmile@gmail.com>2021-07-11 17:15:19 +0200
committerGitHub <noreply@github.com>2021-07-11 08:15:19 -0700
commitf5706d444b02ccc1fcd854968087172d50cfcca2 (patch)
tree073af762f7981cf49b0be4fdbd203ecc341df811 /src/client/shader.cpp
parent1d25d1f7ad35f739e8a64c2bdb44105998aed19b (diff)
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Improve shadow rendering with non-default camera FOV (#11385)
* Adjust minimum filter radius for perspective * Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp * Read shadow_soft_radius setting as float * Use adaptive filter radius to accomodate for PSM distortion * Adjust filter radius for texture resolution
Diffstat (limited to 'src/client/shader.cpp')
-rw-r--r--src/client/shader.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/client/shader.cpp b/src/client/shader.cpp
index 355366bd3..0b35c37af 100644
--- a/src/client/shader.cpp
+++ b/src/client/shader.cpp
@@ -740,7 +740,7 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
s32 shadow_filter = g_settings->getS32("shadow_filters");
shaders_header << "#define SHADOW_FILTER " << shadow_filter << "\n";
- float shadow_soft_radius = g_settings->getS32("shadow_soft_radius");
+ float shadow_soft_radius = g_settings->getFloat("shadow_soft_radius");
if (shadow_soft_radius < 1.0f)
shadow_soft_radius = 1.0f;
shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n";