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Add shadows.glsl.
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assets/voxygen/shaders/include/shadows.glsl
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205
assets/voxygen/shaders/include/shadows.glsl
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#ifdef HAS_SHADOW_MAPS
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#if (SHADOW_MODE == SHADOW_MODE_MAP)
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struct ShadowLocals {
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mat4 shadowMatrices;
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mat4 texture_mat;
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};
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layout (std140)
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uniform u_light_shadows {
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ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192];
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};
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uniform sampler2DShadow t_directed_shadow_maps;
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// uniform sampler2DArrayShadow t_directed_shadow_maps;
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// uniform samplerCubeArrayShadow t_shadow_maps;
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// uniform samplerCubeArray t_shadow_maps;
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uniform samplerCubeShadow t_point_shadow_maps;
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// uniform samplerCube t_shadow_maps;
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// uniform sampler2DArray t_directed_shadow_maps;
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float VectorToDepth (vec3 Vec)
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{
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vec3 AbsVec = abs(Vec);
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float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z));
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// float LocalZcomp = length(Vec);
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// Replace f and n with the far and near plane values you used when
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// you drew your cube map.
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// const float f = 2048.0;
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// const float n = 1.0;
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// float NormZComp = (screen_res.w+screen_res.z) / (screen_res.w-screen_res.z) - (2*screen_res.w*screen_res.z)/(screen_res.w-screen_res.z)/LocalZcomp;
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// float NormZComp = 1.0 - shadow_proj_factors.y / shadow_proj_factors.x / LocalZcomp;
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float NormZComp = shadow_proj_factors.x - shadow_proj_factors.y / LocalZcomp;
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// NormZComp = -1000.0 / (NormZComp + 10000.0);
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return (NormZComp + 1.0) * 0.5;
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// float NormZComp = length(LocalZcomp);
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// NormZComp = -NormZComp / screen_res.w;
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// // return (NormZComp + 1.0) * 0.5;
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// return NormZComp;
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}
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const vec3 sampleOffsetDirections[20] = vec3[]
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(
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vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
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vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
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vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
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vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
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// vec3(0, 0, 0)
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);
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float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
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{
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if (lightIndex != 0u) {
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return 1.0;
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};
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float shadow = 0.0;
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float bias = 0.0;//0.003;//-0.003;//-0.005;//0.001;//-1.0;//-0.001;//0.001;//0.003;//-0.05;//-0.1;//0.0;//0.1
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float viewDistance = length(cam_pos.xyz - fragPos);
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vec3 firstDelta = vec3(0.0);///*min(viewDistance, 5.0) * *//**normalize(cam_pos - fragPos)*/fragNorm * 0.5;
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fragToLight += firstDelta;
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// viewDistance -= length(firstDelta);
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fragPos -= firstDelta;
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{
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float currentDepth = VectorToDepth(fragToLight);// + bias;
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float visibility = texture(t_point_shadow_maps, vec4(fragToLight, currentDepth));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
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/* if (visibility == 1.0 || visibility == 0.0) {
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return visibility;
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} */
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/* if (visibility >= 0.75) {
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return 1.0;
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}
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if (visibility <= 0.25) {
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return 0.0;
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} */
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return visibility == 1.0 ? 1.0 : 0.0;
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}
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int samples = 20;
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// float lightDistance = length(fragToLight);
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// float diskRadius = 0.00001;
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// float diskRadius = 1.0;
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// float diskRadius = 0.05;
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float diskRadius = (1.0 + (/*viewDistance*/viewDistance / screen_res.w)) / 25.0;
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// float diskRadius = lightDistance;
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for(int i = 0; i < samples; ++i)
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{
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float currentDepth = VectorToDepth(fragToLight + sampleOffsetDirections[i] * diskRadius) + bias;
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// float closestDepth = texture(depthMap, fragToLight).r;
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// closestDepth *= far_plane; // Undo mapping [0;1]
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/* if(currentDepth - bias > closestDepth)
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shadow += 1.0;*/
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float visibility = texture(t_point_shadow_maps, vec4(fragToLight, currentDepth)/*, -2.5*/);
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shadow += visibility;
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// float closestDepth = texture(t_shadow_maps, vec3(fragToLight)/*, -2.5*/).r;
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// shadow += closestDepth > currentDepth ? 1.0 : 0.0;
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}
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shadow /= float(samples);
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// shadow = shadow * shadow * (3.0 - 2.0 * shadow);
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// use the light to fragment vector to sample from the depth map
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// float bias = 0.0;///*0.05*/0.01;//0.05;// 0.05;
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// float closestDepth = texture(t_shadow_maps, /*vec4*/vec3(fragToLight/*, (lightIndex + 1)*//* * 6*/)/*, 0.0*//*, 0.0*//*, bias*/).r;
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// // // float closestDepth = texture(t_shadow_maps, vec4(fragToLight, lightIndex), bias);
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// // // it is currently in linear range between [0,1]. Re-transform back to original value
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// closestDepth = (closestDepth + 0.0) * screen_res.w; // far plane
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// // // now test for shadows
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// // // float shadow = /*currentDepth*/(screen_res.w - bias) > closestDepth ? 1.0 : 0.0;
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// float shadow = currentDepth - bias < closestDepth ? 1.0 : 0.0;
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// float visibility = textureProj(t_shadow_maps, vec4(fragToLight, lightIndex), bias);
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// float visibility = texture(t_shadow_maps, vec4(fragToLight, lightIndex + 1), -(currentDepth/* + screen_res.z*/) / screen_res.w);// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
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// currentDepth += bias;
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// currentDepth = -1000.0 / (currentDepth + 10000.0);
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// currentDepth /= screen_res.w;
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// float currentDepth = VectorToDepth(fragToLight) + bias;
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// float visibility = texture(t_shadow_maps, vec4(fragToLight, currentDepth));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
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// return visibility == 1.0 ? 1.0 : 0.0;
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return shadow;
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}
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float ShadowCalculationDirected(in vec3 fragPos)//in vec4 /*light_pos[2]*/sun_pos, vec3 fragPos)
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{
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float bias = 0.000;//0.0005;//-0.0001;// 0.05 / (2.0 * view_distance.x);
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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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vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
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vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
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vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
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vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
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// vec3(0, 0, 0)
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);
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/* if (lightIndex >= light_shadow_count.z) {
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return 1.0;
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} */
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// vec3 fragPos = sun_pos.xyz;// / sun_pos.w;//light_pos[lightIndex].xyz;
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// sun_pos.z += sun_pos.w * bias;
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ShadowLocals sun_shadow = shadowMats[0];
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vec4 sun_pos = sun_shadow.texture_mat * vec4(fragPos, 1.0);
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float visibility = textureProj(t_directed_shadow_maps, sun_pos);
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/* float visibilityLeft = textureProj(t_directed_shadow_maps, sun_shadow.texture_mat * vec4(fragPos + vec3(0.0, -diskRadius, 0.0), 1.0));
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float visibilityRight = textureProj(t_directed_shadow_maps, sun_shadow.texture_mat * vec4(fragPos + vec3(0.0, diskRadius, 0.0), 1.0)); */
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// float nearVisibility = textureProj(t_directed_shadow_maps + vec3(0.001, sun_pos));
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// float visibility = textureProj(t_directed_shadow_maps, vec4(fragPos.xy, /*lightIndex, */fragPos.z + bias, sun_pos.w));
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return visibility;
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// return min(visibility, min(visibilityLeft, visibilityRight));
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// return mix(visibility, 0.0, sun_pos.z < -1.0);
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// return mix(mix(0.0, 1.0, visibility == 1.0), 1.0, sign(sun_pos.w) * sun_pos.z > /*1.0*/abs(sun_pos.w));
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// return visibility == 1.0 ? 1.0 : 0.0;
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/* if (visibility == 1.0) {
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return 1.0;
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} */
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// return visibility;
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/* if (fragPos.z > 1.0) {
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return 1.0;
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} */
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vec3 snapToZ = abs(fragPos - vec3(ivec3(fragPos))); // fract(abs(fragPos));
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// snapToZ = min(snapToZ, 1.0 - snapToZ);
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const float EDGE_DIST = 0.01;
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snapToZ = mix(vec3(0.0), vec3(1.0), lessThanEqual(snapToZ, vec3(EDGE_DIST)));
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// float snapToZDist = dot(snapToZ, snapToZ);
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if (visibility <= 0.75 && /*fract(abs(fragPos.xy)), vec2(0.1)))*/ /*snapToZDist <= 0.25*//*all(lessThan(snapToZ, vec3(0.1)))(*/
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snapToZ.x + snapToZ.y + snapToZ.z >= 2.0) {
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return 0.0;
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}
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int samples = 20;
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float shadow = 0.0;
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// float bias = 0.0001;
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// float viewDistance = length(cam_pos.xyz - fragPos);
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// float diskRadius = 0.2 * (1.0 + (viewDistance / screen_res.w)) / 25.0;
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// float diskRadius = 0.0003;//0.005;// / (2.0 * view_distance.x);//(1.0 + (viewDistance / screen_res.w)) / 25.0;
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fragPos = sun_pos.xyz / sun_pos.w;
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for(int i = 0; i < samples; ++i)
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{
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vec3 currentDepth = fragPos + vec3(sampleOffsetDirections[i].xyz) * diskRadius + bias;
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visibility = texture(t_directed_shadow_maps, currentDepth);//vec4(currentDepth.xy, lightIndex, currentDepth.z)/*, -2.5*/);
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// visibility = texture(t_directed_shadow_maps, vec4(currentDepth.xy, lightIndex, currentDepth.z)/*, -2.5*/);
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shadow += visibility;
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// mix(visibility, 1.0, visibility >= 0.5);
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}
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shadow /= float(samples);
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return shadow;
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}
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#elif (SHADOW_MODE == SHADOW_MODE_NONE || SHADOW_MODE == SHADOW_MODE_CHEAP)
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float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
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{
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return 1.0;
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}
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#endif
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#else
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float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
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{
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return 1.0;
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}
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#endif
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