Reimplement cascaded shadow maps blending via dithering
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@@ -552,6 +552,14 @@ void RenderTools::ComputeCascadeUpdateFrequency(int32 cascadeIndex, int32 cascad
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}
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}
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float RenderTools::ComputeTemporalTime()
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{
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const float time = Time::Draw.UnscaledTime.GetTotalSeconds();
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const float scale = 10;
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const float integral = roundf(time / scale) * scale;
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return time - integral;
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}
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void RenderTools::CalculateTangentFrame(FloatR10G10B10A2& resultNormal, FloatR10G10B10A2& resultTangent, const Float3& normal)
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{
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// Calculate tangent
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