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- SHADOW_MAP_SIZE 2048→1024: 4x fewer pixels rasterized in depth pass - Replace 9-tap manual PCF loop with single hardware PCF tap in all 4 receiver shaders (terrain.frag, wmo_renderer, m2_renderer, character_renderer). GL_LINEAR + GL_COMPARE_REF_TO_TEXTURE already gives 2×2 bilinear PCF per tap for free, so quality is maintained while doing 9x fewer texture fetches. - Throttle shadow depth pass to every 2 frames; OpenGL depth texture persists between frames so receivers always have a valid shadow map. 1-frame lag at 60 fps is invisible. |
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| .. | ||
| basic.frag | ||
| basic.vert | ||
| terrain.frag | ||
| terrain.vert | ||