Showing the changes to libraries/render-utils/src/DebugDeferredBuffer.cpp (1 of 14 files). Show all
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| @@ -284,7 +284,10 @@ std::string DebugDeferredBuffer::getShaderSourceCode(Mode mode, std::string cust · 283 unmodified lines | ||
| 284 | 284 | return DEFAULT_SCATTERING_SHADER; |
| 285 | 285 | case LightingMode: |
| 286 | 286 | return DEFAULT_LIGHTING_SHADER; |
| 287 | − case ShadowMode: | |
| 287 | + case Shadow0Mode: | |
| 288 | + case Shadow1Mode: | |
| 289 | + case Shadow2Mode: | |
| 290 | + case Shadow3Mode: | |
| 288 | 291 | return DEFAULT_SHADOW_SHADER; |
| 289 | 292 | case LinearDepthMode: |
| 290 | 293 | return DEFAULT_LINEAR_DEPTH_SHADER; |
| @@ -438,7 +441,8 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I · 147 unmodified lines | ||
| 438 | 441 | auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow(); |
| 439 | 442 | const auto& globalShadow = lightAndShadow.second; |
| 440 | 443 | if (globalShadow) { |
| 441 | − batch.setResourceTexture(Shadow, globalShadow->getCascade(0).map); | |
| 444 | + const auto cascadeIndex = glm::clamp(_mode - Mode::Shadow0Mode, 0, (int)globalShadow->getCascadeCount() - 1); | |
| 445 | + batch.setResourceTexture(Shadow, globalShadow->getCascade(cascadeIndex).map); | |
| 442 | 446 | } |
| 443 | 447 | |
| 444 | 448 | if (linearDepthTarget) { |