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@@ -1382,9 +1382,9 @@ void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, i
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Rect2 atlas_rect_norm = atlas_rect;
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Rect2 atlas_rect_norm = atlas_rect;
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atlas_rect_norm.position /= float(atlas_size);
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atlas_rect_norm.position /= float(atlas_size);
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atlas_rect_norm.size /= float(atlas_size);
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atlas_rect_norm.size /= float(atlas_size);
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- copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
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+ copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), zfar, false);
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atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
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atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
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- copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
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+ copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), zfar, true);
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//restore transform so it can be properly used
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//restore transform so it can be properly used
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light_storage->light_instance_set_shadow_transform(p_light, Projection(), light_storage->light_instance_get_base_transform(p_light), zfar, 0, 0, 0);
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light_storage->light_instance_set_shadow_transform(p_light, Projection(), light_storage->light_instance_get_base_transform(p_light), zfar, 0, 0, 0);
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