Texture2D depth_buf;
const Sampler &sampler;
Vector3 target;
- float radius;
- float depth_bias;
- float darkness;
+ float radius = 1.0f;
+ float depth_bias = 4.0f;
+ float darkness = 1.0f;
ProgramData shdata;
- bool rendered;
+ bool rendered = false;
std::string debug_name;
ShadowMap(unsigned, unsigned, Renderable &, const Lighting *, Renderable &);