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Make shadows follow player movement continuously
Remove freeze-while-moving and idle smoothing logic from shadow center computation. Texel snapping already prevents shimmer, so the shadow projection can track the player directly each frame.
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2 changed files with 4 additions and 40 deletions
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@ -238,7 +238,7 @@ private:
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glm::vec3 shadowCenter = glm::vec3(0.0f);
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bool shadowCenterInitialized = false;
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bool shadowsEnabled = true;
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int shadowPostMoveFrames_ = 0; // transition marker for movement->idle shadow recenter
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public:
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// Character preview registration (for off-screen composite pass)
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