The 'dimensionsInverted' variable used in the shadow mapping shader is incorrectly calculated as half the size causing the pcfFactor and shadowBias to act twice as big for DirectionalLight. These properties should ideally match between the three light types; PointLight, SpotLight and DirectionalLight.
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Qt Graphics Team
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Jonas Karlsson
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- Fix frustum dimensions in shadowmap shader
- Gerrit Review:
- Fix frustum dimensions in shadowmap shader
- Gerrit Review:
- Fix frustum dimensions in shadowmap shader
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