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Revert "Rendering: Added missing override in ShadowMap shaders" (#3038)
This reverts commit 26db1ae.
1 parent d2a6ba3 commit 8ff44d5

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3 files changed

+5
-5
lines changed

3 files changed

+5
-5
lines changed

sources/engine/Stride.Rendering/Rendering/Shadows/ShadowMapFilterDefault.sdsl

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -10,12 +10,12 @@ namespace Stride.Rendering.Shadows
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/// <summary>
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/// Calculate the shadow factor based on the shadow map texture, the position, a sampler
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/// </summary>
13-
override float FilterShadow(float2 position, float positionDepth)
13+
float FilterShadow(float2 position, float positionDepth)
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{
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return ShadowMapTexture.SampleCmpLevelZero(LinearClampCompareLessEqualSampler, position, positionDepth);
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}
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18-
override float FilterThickness(float3 pixelPositionWS,
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float FilterThickness(float3 pixelPositionWS,
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float3 meshNormalWS,
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float2 depthRanges,
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float4x4 worldToShadowCascadeUV, // Transforms from world space to shadow cascade UV.

sources/engine/Stride.Rendering/Rendering/Shadows/ShadowMapFilterPcf.sdsl

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -98,7 +98,7 @@ namespace Stride.Rendering.Shadows
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return ShadowMapTexture.SampleCmpLevelZero(LinearClampCompareLessEqualSampler, position, positionDepth);
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}
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101-
override float FilterShadow(float2 position, float positionDepth)
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float FilterShadow(float2 position, float positionDepth)
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{
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float shadow = 0.0f;
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@@ -234,7 +234,7 @@ namespace Stride.Rendering.Shadows
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return(thickness / normalizationFactor);
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}
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237-
override float FilterThickness(float3 pixelPositionWS,
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float FilterThickness(float3 pixelPositionWS,
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float3 meshNormalWS,
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float2 depthRanges,
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float4x4 worldToShadowCascadeUV, // Transforms from world space to shadow cascade UV.

sources/engine/Stride.Rendering/Rendering/Shadows/ShadowMapFilterVsm.sdsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -13,7 +13,7 @@ namespace Stride.Rendering.Shadows
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float MinVariance;
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};
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16-
override float FilterShadow(float2 position, float shadowMapDistance)
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float FilterShadow(float2 position, float shadowMapDistance)
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{
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float2 moments = (float2)ShadowMapTexture.SampleLevel(LinearBorderSampler, position, 0.0);
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float variance = moments.y - moments.x * moments.x;

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