Massive improvemnts to shadows quality/flexibility#7204
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jay3d wants to merge 1 commit into
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Nice, will review soon, as this will have to be merged to the gles3 branch
…On Nov 29, 2016 12:23 PM, "Jamil Halabi" ***@***.***> wrote:
Significant changes to how PCF shadows work, made them took less samples
with higher quality results, also added more flexible control of the
filtering radius in the editor.
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You can view, comment on, or merge this pull request online at:
#7204
Commit Summary
- Massive improvemnts to shadows quality/flexibility
File Changes
- *M* drivers/gles2/rasterizer_gles2.cpp
<https://github.com/godotengine/godot/pull/7204/files#diff-0> (14)
- *M* drivers/gles2/rasterizer_gles2.h
<https://github.com/godotengine/godot/pull/7204/files#diff-1> (1)
- *M* drivers/gles2/shaders/canvas.glsl
<https://github.com/godotengine/godot/pull/7204/files#diff-2> (86)
- *M* drivers/gles2/shaders/material.glsl
<https://github.com/godotengine/godot/pull/7204/files#diff-3> (93)
- *M* scene/2d/light_2d.cpp
<https://github.com/godotengine/godot/pull/7204/files#diff-4> (16)
- *M* scene/2d/light_2d.h
<https://github.com/godotengine/godot/pull/7204/files#diff-5> (4)
- *M* scene/3d/light.cpp
<https://github.com/godotengine/godot/pull/7204/files#diff-6> (4)
- *M* scene/3d/light.h
<https://github.com/godotengine/godot/pull/7204/files#diff-7> (1)
- *M* servers/visual/rasterizer.h
<https://github.com/godotengine/godot/pull/7204/files#diff-8> (8)
- *M* servers/visual/visual_server_raster.cpp
<https://github.com/godotengine/godot/pull/7204/files#diff-9> (8)
- *M* servers/visual/visual_server_raster.h
<https://github.com/godotengine/godot/pull/7204/files#diff-10> (1)
- *M* servers/visual/visual_server_wrap_mt.h
<https://github.com/godotengine/godot/pull/7204/files#diff-11> (1)
- *M* servers/visual_server.h
<https://github.com/godotengine/godot/pull/7204/files#diff-12> (2)
Patch Links:
- https://github.com/godotengine/godot/pull/7204.patch
- https://github.com/godotengine/godot/pull/7204.diff
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Contributor
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Spectacular. You've just got Godot 🏆 Congratulations! 👍 |
Contributor
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Nice catch! :D |
Member
Contributor
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This would be awesome to see, poke @jay3d |
Member
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Bump :) I would still consider merging this in the 2.1 branch if rebased and/or having a new PR for the master branch, if relevant with the gles3 rasterizer. |
Member
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Closing as it can't be merged in master at any rate, but if someone wants to try to port this to the 2.1 branch, it would be quite interesting. |
Member
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I had a try at porting this to the I could confirm this by compiling and running the branch from this pull request (based on Godot 2.1): Both screenshots were taken with the "High" shadow filter quality; the shadow filter radius was set to 1.5. |
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Significant changes to how PCF shadows work, made them took less samples with higher quality results, also added more flexible control of the filtering radius in the editor.