diff --git a/src/rendering/hwrenderer/scene/hw_spritelight.cpp b/src/rendering/hwrenderer/scene/hw_spritelight.cpp index 6e6377bd1..689e3d85d 100644 --- a/src/rendering/hwrenderer/scene/hw_spritelight.cpp +++ b/src/rendering/hwrenderer/scene/hw_spritelight.cpp @@ -94,7 +94,7 @@ public: } else { - bool traceResult = level.levelMesh->TraceSky(FVector3(x, y, z), level.SunDirection, 10000.0f); + bool traceResult = level.levelMesh->TraceSky(FVector3(x, y, z), level.SunDirection, 65536.0f); Actor->StaticLightsTraceCache.Bits |= ((uint64_t)traceResult) << CurrentBit; CurrentBit++; return traceResult; diff --git a/wadsrc/static/shaders/lightmap/trace_sunlight.glsl b/wadsrc/static/shaders/lightmap/trace_sunlight.glsl index b0821a9db..90d66161e 100644 --- a/wadsrc/static/shaders/lightmap/trace_sunlight.glsl +++ b/wadsrc/static/shaders/lightmap/trace_sunlight.glsl @@ -13,7 +13,7 @@ vec3 TraceSunLight(vec3 origin, vec3 normal, int surfaceIndex) const float minDistance = 0.01; vec3 incoming = vec3(0.0); - const float dist = 32768.0; + const float dist = 65536.0; #if defined(USE_SOFTSHADOWS)