ui: name the PCSS technique and its cost in the soft-shadows description

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mchughalex 2026-07-21 12:02:40 +01:00
parent f8da2d0900
commit 9cb923735e

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@ -1567,9 +1567,10 @@ void SimpleSettingsDialog::BuildRows(std::vector<RowSpec>& rows, int category) {
row.kind = RowSpec::kEnum; row.kind = RowSpec::kEnum;
row.label = "Soft Shadows"; row.label = "Soft Shadows";
row.desc = row.desc =
"Contact-hardening soft shadows: crisp where a shadow meets its " "Contact-hardening soft shadows (PCSS): crisp where a shadow "
"caster, progressively softer with distance, following the sun's " "meets its caster, progressively softer with distance, following "
"angular size. Off uses fixed-width filtering. Applies " "the sun's angular size. Off uses fixed-width filtering. The most "
"expensive shadow option at high render scales. Applies "
"immediately."; "immediately.";
row.options = {"Off", "On"}; row.options = {"Off", "On"};
row.flag = &shadow_pcss_; row.flag = &shadow_pcss_;