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PSSM and camera zooming

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Hi everyone, just want to ask if anyone here have implemented or extended PSSM so that the splits are also based on the FOV of the actual camera? If a player for example changed the FOV by zooming in, the splits will adjust so that you still get good shadows. My implementation is just based on Fan Zhang's article from GPU Gems 3. The splits will be more cropped when the camera zooms in but it's not enough to give good quality shadows when zooming in far away. I'm thinking of offseting the splits forward when FOV becomes smaller (or camera zooms in) but I'm not sure if this a good approach. Can anyone here give some insights on how they approached this problem? Thanks in advance. Cheers.

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