| 366 | } |
| 367 | |
| 368 | Vec3 ShadowUVToWorld(const Mat4& invLightVP, float u, float v, float depth) |
| 369 | { |
| 370 | return TransformPoint(invLightVP, {u * 2.0f - 1.0f, v * 2.0f - 1.0f, depth}); |
| 371 | } |
| 372 | |
| 373 | float SampleShadow(const DepthMap& map, const Mat4& lightVP, const Vec3& worldP, float depthBias, int pcfRadius) |
| 374 | { |
no test coverage detected