I am following the next documentation provided by NVIDIA to implement PCSS:
My problem is that i am not sure about the definition of the following variables(Page 8 and 9):
#define LIGHT_WORLD_SIZE .5
#define LIGHT_FRUSTUM_WIDTH 3.75
float2 uv = coords.xy;
float zReceiver = coords.z; // Assumed to be eye-space z in this code
What i understood is the following:
LIGHT_WORLD_SIZE = The light radius sphere? And in case it is, what would be this size for a directional light?
LIGHT_FRUSTUM_WIDTH = The frustum width of the light camera.
LIGHT_FRUSTUM_WIDTH = 2 * SPOTLIGHT_Z_NEAR * std::tanf(SPOTLIGHT_FOV * 0.5f); // * (1) WIDTH == HEIGHT
zReceiver/uv = eye-space of the light camera (light’s position in world space)
Am i understating it right?
Thank you for your attention