perf: reduce terrain shadow samples

This commit is contained in:
Richard Zink committed 2026-10-13 20:36:33 +02:00
1 parent 96161b1f9e
commit 5364348b21
1 file changed
+2 -2
+2 -2
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@@ -852,11 +852,11 @@ var CLOUD_SAMPLER_GLSL = [
// march stops once the ray is above the tallest terrain.
'float terrainShadow(vec3 p, vec3 L) {',
'if (uTerrainShadowOn < 0.5 || L.y < 0.01) return 1.0;',
'float stepT = 0.22;',
'float stepT = 0.30;',
'float clearance = 1000.0;',
'float y = p.y;',
'float top = p.y + 1.4;',
'for (int i = 0; i < 11; i++) {',
'for (int i = 0; i < 8; i++) {',
'vec2 q = p.xz + L.xz * (stepT * (float(i) + 0.5));',
'float h = terrElevT(q) * uElevScale;',
'y += L.y * stepT;',