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Add alpha-tested foliage shadows: per-batch texture binding and shadow map receiving
Shadow casting: foliage batches now bind their actual texture in the shadow pass with alpha testing, producing leaf-shaped shadows instead of solid cards. Uses a per-frame resettable descriptor pool for texture sets. Shadow receiving: foliage fragments now sample the shadow map with PCF instead of using a flat constant darkening.
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4 changed files with 106 additions and 30 deletions
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@ -326,6 +326,8 @@ private:
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VkDescriptorSet shadowParamsSet_ = VK_NULL_HANDLE;
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::VkBuffer shadowParamsUBO_ = VK_NULL_HANDLE;
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VmaAllocation shadowParamsAlloc_ = VK_NULL_HANDLE;
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// Per-frame pool for foliage shadow texture descriptor sets
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VkDescriptorPool shadowTexPool_ = VK_NULL_HANDLE;
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// Particle pipelines
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VkPipeline particlePipeline_ = VK_NULL_HANDLE; // M2 emitter particles
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