WebGPURenderer: Optimize VSM shadow code #32209
Merged
+17
−10
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Related issue: #32181
Description
This PR applies the same optimizations made to the WebGL VSM shadow code to the WebGPU renderer's
VSMShadowFilter:meanvariable to avoid repeateddistribution.xreferenceshardShadow == 1.0(fully lit pixels), skipping unnecessary VSM calculationsdistance→dandsoftnessProbability→p_maxfor consistency0to0.0000001to prevent division by zero.div(0.95 - 0.3)to.div(0.65)clamp()call as values are already in valid rangeBenefits
Visual output remains identical.