diff --git a/assets/shaders/terrain.frag b/assets/shaders/terrain.frag index 662f137f..c7677725 100644 --- a/assets/shaders/terrain.frag +++ b/assets/shaders/terrain.frag @@ -53,7 +53,7 @@ float calcShadow() { vec3 lightDir = normalize(-uLightDir); float bias = max(0.005 * (1.0 - dot(norm, lightDir)), 0.001); // 5-tap PCF tuned for slightly sharper detail while keeping stability. - vec2 texel = vec2(1.0 / 1536.0); + vec2 texel = vec2(1.0 / 2048.0); float ref = proj.z - bias; vec2 off = texel * 0.7; float shadow = 0.0; diff --git a/include/rendering/renderer.hpp b/include/rendering/renderer.hpp index 16775f9e..fdd38747 100644 --- a/include/rendering/renderer.hpp +++ b/include/rendering/renderer.hpp @@ -235,7 +235,7 @@ private: void shutdownPostProcess(); // Shadow mapping - static constexpr int SHADOW_MAP_SIZE = 1536; + static constexpr int SHADOW_MAP_SIZE = 2048; uint32_t shadowFBO = 0; uint32_t shadowDepthTex = 0; uint32_t shadowShaderProgram = 0; diff --git a/src/rendering/character_renderer.cpp b/src/rendering/character_renderer.cpp index fd3dc686..63098771 100644 --- a/src/rendering/character_renderer.cpp +++ b/src/rendering/character_renderer.cpp @@ -1415,7 +1415,7 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons // Shadows characterShader->setUniform("uShadowEnabled", shadowEnabled ? 1 : 0); - characterShader->setUniform("uShadowStrength", 0.62f); + characterShader->setUniform("uShadowStrength", 0.68f); characterShader->setUniform("uTexture0", 0); characterShader->setUniform("uAlphaTest", 0); characterShader->setUniform("uColorKeyBlack", 0); diff --git a/src/rendering/m2_renderer.cpp b/src/rendering/m2_renderer.cpp index f60a2fd1..c7af5fe7 100644 --- a/src/rendering/m2_renderer.cpp +++ b/src/rendering/m2_renderer.cpp @@ -1872,7 +1872,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm:: shader->setUniform("uFogEnd", fogEnd); bool useShadows = shadowEnabled; shader->setUniform("uShadowEnabled", useShadows ? 1 : 0); - shader->setUniform("uShadowStrength", 0.62f); + shader->setUniform("uShadowStrength", 0.68f); if (useShadows) { shader->setUniform("uLightSpaceMatrix", lightSpaceMatrix); glActiveTexture(GL_TEXTURE7); diff --git a/src/rendering/renderer.cpp b/src/rendering/renderer.cpp index 946487c9..51045bb1 100644 --- a/src/rendering/renderer.cpp +++ b/src/rendering/renderer.cpp @@ -1987,7 +1987,7 @@ void Renderer::update(float deltaTime) { // Sync character model position/rotation and animation with follow target auto charAnim1 = std::chrono::high_resolution_clock::now(); - if (characterInstanceId > 0 && characterRenderer && cameraController && cameraController->isThirdPerson()) { + if (characterInstanceId > 0 && characterRenderer && cameraController) { if (meleeSwingCooldown > 0.0f) { meleeSwingCooldown = std::max(0.0f, meleeSwingCooldown - deltaTime); } diff --git a/src/rendering/terrain_renderer.cpp b/src/rendering/terrain_renderer.cpp index 42ef0969..4f2814bb 100644 --- a/src/rendering/terrain_renderer.cpp +++ b/src/rendering/terrain_renderer.cpp @@ -457,7 +457,7 @@ void TerrainRenderer::render(const Camera& camera) { // Shadow map shader->setUniform("uShadowEnabled", shadowEnabled ? 1 : 0); - shader->setUniform("uShadowStrength", 0.62f); + shader->setUniform("uShadowStrength", 0.68f); if (shadowEnabled) { shader->setUniform("uLightSpaceMatrix", lightSpaceMatrix); glActiveTexture(GL_TEXTURE7); diff --git a/src/rendering/wmo_renderer.cpp b/src/rendering/wmo_renderer.cpp index ae1daee8..0a1af80a 100644 --- a/src/rendering/wmo_renderer.cpp +++ b/src/rendering/wmo_renderer.cpp @@ -1038,7 +1038,7 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm: shader->setUniform("uFogStart", fogStart); shader->setUniform("uFogEnd", fogEnd); shader->setUniform("uShadowEnabled", shadowEnabled ? 1 : 0); - shader->setUniform("uShadowStrength", 0.62f); + shader->setUniform("uShadowStrength", 0.68f); if (shadowEnabled) { shader->setUniform("uLightSpaceMatrix", lightSpaceMatrix); glActiveTexture(GL_TEXTURE7);