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https://github.com/MihailRis/voxelcore.git
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cleanup
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parent
d030fbc3d5
commit
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1 changed files with 21 additions and 29 deletions
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@ -5,7 +5,6 @@ uniform sampler2DShadow u_shadows[2];
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uniform mat4 u_shadowsMatrix[2];
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uniform int u_shadowsRes;
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uniform bool u_blurShadows;
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float calc_shadow() {
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float shadow = 1.0;
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@ -22,39 +21,32 @@ float calc_shadow() {
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shadow = 0.0;
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// TODO: optimize
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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if (u_blurShadows || true) {
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if (a_distance > 64) {
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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shadow += texture(
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u_shadows[1],
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wprojCoords.xyz +
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vec3(x, y, -(abs(x) + abs(y))) /
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u_shadowsRes
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);
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}
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if (a_distance > 128) {
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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shadow += texture(
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u_shadows[1],
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wprojCoords.xyz +
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vec3(x, y, -(abs(x) + abs(y))) /
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u_shadowsRes
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);
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}
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shadow /= 9;
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} else {
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for (int y = -2; y <= 2; y++) {
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for (int x = -2; x <= 2; x++) {
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shadow += texture(
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u_shadows[0],
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projCoords.xyz +
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vec3(x, y, -(abs(x) + abs(y))) /
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u_shadowsRes * 1.0
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);
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}
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}
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shadow /= 25;
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}
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shadow /= 9;
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} else {
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if (a_distance > 32.0) {
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shadow = texture(u_shadows[1], wprojCoords.xyz);
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} else {
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shadow = texture(u_shadows[0], projCoords.xyz);
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for (int y = -2; y <= 2; y++) {
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for (int x = -2; x <= 2; x++) {
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shadow += texture(
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u_shadows[0],
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projCoords.xyz +
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vec3(x, y, -(abs(x) + abs(y))) /
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u_shadowsRes * 1.0
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);
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}
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}
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shadow /= 25;
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}
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shadow = shadow * 0.5 + 0.5;
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} else {
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