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renderer: mobile TAA and shadow defaults; one shadow lookup per pixel #188
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renderer: mobile defaults for TAA and the sun shadow; one shadow look…
proggeramlug f74842d
shadows: the live cascades are the layers of one depth texture
proggeramlug 6c1f295
postfx: GPU timestamp for the upscale pass
proggeramlug 09a2af5
review: TAA telemetry and diagnostics at TAA's own extent; filter set…
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Repository: Bloom-Engine/engine
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Apply the filter selection to material shadows.
When
set_shadow_filter_4tap(false)is active, materials usingsample_sun_shadowstill use four taps. The core CSM path uses 16 Poisson taps, so shadow softness can differ between surfaces. Make the material CSM helper select the same filter.There was a problem hiding this comment.
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The material helper (shaders/common/shadows.wgsl) already takes 4 taps; it has its own layout and filter and isn't part of this change. Aligning the two CSM samplers is worth its own PR.
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@proggeramlug Understood. The material helper has its own filter, and alignment can be handled in a separate PR.
Would you like me to open a GitHub issue to track that follow-up?
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