Fix nit typo in comment v2
Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com>
This commit is contained in:
+1
-1
@@ -155,7 +155,7 @@ float DirectionalLightShadow::GetThickness(uint lightIndex, float3 shadowCoords[
|
||||
{
|
||||
const float depthBufferValue = shadowmap.Sample(PassSrg::LinearSampler, float3(shadowCoord.xy, indexOfCascade)).r;
|
||||
|
||||
// Normalized thickness (avoid negative values given by precission errors or shrinking offsets)
|
||||
// Normalized thickness (avoid negative values given by precision errors or shrinking offsets)
|
||||
const float deltaDepth = max(shadowCoord.z - depthBufferValue,0.0);
|
||||
|
||||
const float viewSpaceThickness = ViewSrg::m_directionalLightShadows[lightIndex].m_far_minus_near * deltaDepth;
|
||||
|
||||
Reference in New Issue
Block a user