fixing spelling and increasing angle so that the borders are not visible at 256 res
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@@ -380,7 +380,7 @@ namespace AZ
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const float invRadiusSquared = diskLight.m_invAttenuationRadiusSquared;
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if (invRadiusSquared <= 0.f)
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{
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AZ_Assert(false, "Attenuation radius have to be set before use the light.");
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AZ_Assert(false, "Attenuation radius must be set before using the light.");
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return;
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}
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const float attenuationRadius = sqrtf(1.f / invRadiusSquared);
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@@ -222,7 +222,7 @@ namespace AZ
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void PointLightFeatureProcessor::SetPointData(LightHandle handle, const PointLightData& data)
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{
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AZ_Assert(handle.IsValid(), "Invalid LightHandle passed to PointLightFeatureProcessor::SetDiskData().");
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AZ_Assert(handle.IsValid(), "Invalid LightHandle passed to PointLightFeatureProcessor::SetPointData().");
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m_pointLightData.GetData(handle.GetIndex()) = data;
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m_deviceBufferNeedsUpdate = true;
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@@ -231,9 +231,9 @@ namespace AZ
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void PointLightFeatureProcessor::UpdateShadow(LightHandle handle)
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{
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const auto& pointLight = m_pointLightData.GetData(handle.GetIndex());
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for (int i = 0; i < PointLightData::NumShadowFaces; ++i)
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{
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const auto& pointLight = m_pointLightData.GetData(handle.GetIndex());
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ShadowId shadowId = ShadowId(pointLight.m_shadowIndices[i]);
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if (shadowId.IsNull())
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{
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@@ -242,7 +242,7 @@ namespace AZ
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}
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ProjectedShadowFeatureProcessorInterface::ProjectedShadowDescriptor desc = m_shadowFeatureProcessor->GetShadowProperties(shadowId);
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desc.m_fieldOfViewYRadians = DegToRad(90.5f); // Make it slightly larger than 90 degrees to avoid artifacts on the boundary between 2 cubemap faces
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desc.m_fieldOfViewYRadians = DegToRad(91.0f); // Make it slightly larger than 90 degrees to avoid artifacts on the boundary between 2 cubemap faces
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desc.m_transform = m_pointShadowTransforms[i];
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desc.m_transform.SetTranslation(pointLight.m_position[0], pointLight.m_position[1], pointLight.m_position[2]);
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desc.m_aspectRatio = 1.0f;
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@@ -251,7 +251,7 @@ namespace AZ
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const float invRadiusSquared = pointLight.m_invAttenuationRadiusSquared;
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if (invRadiusSquared <= 0.f)
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{
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AZ_Assert(false, "Attenuation radius have to be set before use the light.");
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AZ_Assert(false, "Attenuation radius must be set before using the light.");
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return;
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}
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const float attenuationRadius = sqrtf(1.f / invRadiusSquared);
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