Calculate sun diameter even when not using shadows
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@ -1720,6 +1720,16 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
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light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
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float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
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if (angular_diameter > 0.0) {
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// I know tan(0) is 0, but let's not risk it with numerical precision.
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// technically this will keep expanding until reaching the sun, but all we care
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// is expand until we reach the radius of the near plane (there can't be more occluders than that)
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angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
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} else {
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angular_diameter = 0.0;
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}
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if (light_data.shadow_enabled) {
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RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
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@ -1775,15 +1785,9 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
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light_data.fade_to = -light_data.shadow_split_offsets[3];
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light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
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light_data.softshadow_angle = angular_diameter;
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float softshadow_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
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if (softshadow_angle > 0.0) {
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// I know tan(0) is 0, but let's not risk it with numerical precision.
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// technically this will keep expanding until reaching the sun, but all we care
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// is expand until we reach the radius of the near plane (there can't be more occluders than that)
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light_data.softshadow_angle = Math::tan(Math::deg2rad(softshadow_angle));
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} else {
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light_data.softshadow_angle = 0;
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if (angular_diameter <= 0.0) {
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light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
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}
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}
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@ -1806,7 +1810,7 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
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sky_light_data.color[2] = light_data.color[2];
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sky_light_data.enabled = true;
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sky_light_data.size = light_data.softshadow_angle;
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sky_light_data.size = angular_diameter;
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sky_scene_state.directional_light_count++;
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}
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