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Improve player and foliage shadow quality and stability
- ensure player transform sync is not gated by third-person so player shadow stays consistent - hold shadow projection center during movement and snap once on stop to remove delayed catch-up - smooth foliage caster transitions using blended phase-shifted UV samples - tune foliage motion frequencies/amplitudes for less popping - increase shadow map resolution to 2048 and retune terrain PCF texel scale - increase global shadow strength from 0.62 to 0.68 for stronger, clearer shadows
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7 changed files with 7 additions and 7 deletions
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@ -1872,7 +1872,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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shader->setUniform("uFogEnd", fogEnd);
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bool useShadows = shadowEnabled;
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shader->setUniform("uShadowEnabled", useShadows ? 1 : 0);
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shader->setUniform("uShadowStrength", 0.62f);
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shader->setUniform("uShadowStrength", 0.68f);
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if (useShadows) {
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shader->setUniform("uLightSpaceMatrix", lightSpaceMatrix);
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glActiveTexture(GL_TEXTURE7);
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