From 500a891ac94328ca612be56a85d0b76073337eaa Mon Sep 17 00:00:00 2001 From: Miguel Pozo Date: Wed, 6 Mar 2024 13:21:39 +0100 Subject: [PATCH] Fix: EEVEE-Next: Use the correct shadow radius Typo/mistake from #118860. --- source/blender/draw/engines/eevee_next/eevee_light.cc | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/source/blender/draw/engines/eevee_next/eevee_light.cc b/source/blender/draw/engines/eevee_next/eevee_light.cc index 8ab283ea33b..384f7cc9931 100644 --- a/source/blender/draw/engines/eevee_next/eevee_light.cc +++ b/source/blender/draw/engines/eevee_next/eevee_light.cc @@ -97,7 +97,6 @@ void Light::sync(ShadowModule &shadows, const Object *ob, float threshold) /* Reuse shape radius as near clip plane. */ /* This assumes `shape_parameters_set` has already set `radius_squared`. */ float radius = math::sqrt(this->radius_squared); -#if 0 /* UNUSED. */ float shadow_radius = la->shadow_softness_factor * radius; if (ELEM(la->type, LA_LOCAL, LA_SPOT)) { /* `shape_parameters_set` can increase the radius of point and spot lights to ensure a @@ -108,14 +107,13 @@ void Light::sync(ShadowModule &shadows, const Object *ob, float threshold) * So we use the original light radius instead. */ shadow_radius = la->shadow_softness_factor * la->radius; } -#endif this->punctual->sync(this->type, this->object_mat, la->spotsize, radius, this->influence_radius_max, la->shadow_softness_factor, - la->shadow_softness_factor * la->radius); + shadow_radius); } } else {