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Added LOD manager, improved shadows performance
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@@ -25,7 +25,7 @@ cbuffer ShadowmapVars : register(b1)
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float CascadeCountInv;
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float TexelSize;
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float TexelSizeX;
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float Pad20;
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float ShadowMaxDistance; //2000 or so
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};
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@@ -233,7 +233,7 @@ float3 FullLighting(float3 diff, float3 spec, float3 norm, float4 vc0, uniform S
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if (enableShadows == 1)
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{
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//float shadowdepth = input.Shadows.x;// *0.000001;
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if (abs(shadowdepth) < 2000)//2km
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if (abs(shadowdepth) < ShadowMaxDistance)//2km
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{
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//float4 shadowcoord = input.LightShadow;
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//float4 shadowcolour = (float4)1;
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