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Better bias
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bfb4769315
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295b89d446
@ -112,7 +112,7 @@ void main() {
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vec2 view_pos = vec2(atan2(dir_2d.x, dir_2d.y), z);
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vec3 cam_wpos = cam_pos.xyz + focus_off.xyz;
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float rain_dist = 150.0;
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float rain_dist = 250.0;
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for (int i = 0; i < 7; i ++) {
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float old_rain_dist = rain_dist;
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rain_dist *= 0.3;
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@ -16,7 +16,7 @@ uniform u_rain_occlusion {
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float rain_occlusion_at(in vec3 fragPos)
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{
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float bias = 0.5;
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float bias = -0.2;
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float diskRadius = 0.01;
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const vec3 sampleOffsetDirections[20] = vec3[]
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(
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@ -27,7 +27,7 @@ float rain_occlusion_at(in vec3 fragPos)
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vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
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);
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vec4 rain_pos = occlusion_texture_mat * vec4(fragPos - vec3(0, 0, bias), 1.0);
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vec4 rain_pos = occlusion_texture_mat * vec4(fragPos, 1.0) - vec4(0, 0, bias, 0);
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float visibility = textureProj(sampler2DShadow(t_directed_occlusion_maps, s_directed_occlusion_maps), rain_pos);
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