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Increase the ratio between shadow range and viewing range
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@ -94,7 +94,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
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float zNear = cam->getCameraNode()->getNearValue();
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float zFar = getMaxFarValue();
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if (!client->getEnv().getClientMap().getControl().range_all)
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zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS);
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zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS * 1.5);
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///////////////////////////////////
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// update splits near and fars
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