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Original file line number Diff line number Diff line change
Expand Up @@ -10,12 +10,12 @@ namespace Stride.Rendering.Shadows
/// <summary>
/// Calculate the shadow factor based on the shadow map texture, the position, a sampler
/// </summary>
override float FilterShadow(float2 position, float positionDepth)
float FilterShadow(float2 position, float positionDepth)
{
return ShadowMapTexture.SampleCmpLevelZero(LinearClampCompareLessEqualSampler, position, positionDepth);
}

override float FilterThickness(float3 pixelPositionWS,
float FilterThickness(float3 pixelPositionWS,
float3 meshNormalWS,
float2 depthRanges,
float4x4 worldToShadowCascadeUV, // Transforms from world space to shadow cascade UV.
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Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ namespace Stride.Rendering.Shadows
return ShadowMapTexture.SampleCmpLevelZero(LinearClampCompareLessEqualSampler, position, positionDepth);
}

override float FilterShadow(float2 position, float positionDepth)
float FilterShadow(float2 position, float positionDepth)
{
float shadow = 0.0f;

Expand Down Expand Up @@ -234,7 +234,7 @@ namespace Stride.Rendering.Shadows
return(thickness / normalizationFactor);
}

override float FilterThickness(float3 pixelPositionWS,
float FilterThickness(float3 pixelPositionWS,
float3 meshNormalWS,
float2 depthRanges,
float4x4 worldToShadowCascadeUV, // Transforms from world space to shadow cascade UV.
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Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ namespace Stride.Rendering.Shadows
float MinVariance;
};

override float FilterShadow(float2 position, float shadowMapDistance)
float FilterShadow(float2 position, float shadowMapDistance)
{
float2 moments = (float2)ShadowMapTexture.SampleLevel(LinearBorderSampler, position, 0.0);
float variance = moments.y - moments.x * moments.x;
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