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https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
synced 2025-06-27 18:38:14 -05:00
Update #50 - Bug fixes and shader improvements
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@ -60,14 +60,14 @@ vec2(-0.077, 0.995), vec2(0.998, 0.015),
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vec2(-0.116, -0.987), vec2(-0.916, 0.359),
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vec2(-0.697, -0.511), vec2(0.740, -0.612),
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vec2(0.675, 0.682));
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#define SMOOTH_SHADOW_SAMPLES 1.0 / 8.0
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#define SMOOTH_SHADOW_RADIUS 0.00075
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#define SMOOTH_SHADOW_SAMPLES (1.0 / 8.0)
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#define SMOOTH_SHADOW_RADIUS 0.000488
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#define SMOOTH_SHADOW_POISSON_SAMPLE(idx, tex, lod, vec3Pos, accum, tmpVec2)\
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tmpVec2 = vec3Pos.xy + POISSON_DISK[idx] * SMOOTH_SHADOW_RADIUS;\
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tmpVec2 = clamp(tmpVec2, vec2(0.001), vec2(0.999));\
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tmpVec2.y += lod;\
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tmpVec2.y *= SUN_SHADOW_MAP_FRAC;\
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accum += textureLod(tex, vec3(tmpVec2, vec3Pos.z), 0.0) * SMOOTH_SHADOW_SAMPLES;
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accum += textureLod(tex, vec3(tmpVec2, vec3Pos.z + 0.0001), 0.0);
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#endif
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uniform vec3 u_sunDirection3f;
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@ -97,7 +97,7 @@ void main() {
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worldSpacePosition.xyz -= 1.0;
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worldSpacePosition = u_inverseViewProjMatrix4f * worldSpacePosition;
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worldSpacePosition.xyz /= worldSpacePosition.w;
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worldSpacePosition.xyz += worldSpaceNormal * 0.05;
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worldSpacePosition.xyz += worldSpaceNormal * 0.1;
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worldSpacePosition.w = 1.0;
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float skyLight = max(normalVector4f.a * 2.0 - 1.0, 0.0);
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float shadowSample;
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@ -106,9 +106,8 @@ void main() {
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for(;;) {
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shadowSpacePosition = u_sunShadowMatrixLOD04f * worldSpacePosition;
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowSpacePosition.z), 0.0);
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shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowSpacePosition.z + 0.0001), 0.0);
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#ifdef COMPILE_SUN_SHADOW_SMOOTH
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shadowSample *= SMOOTH_SHADOW_SAMPLES;
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SMOOTH_SHADOW_POISSON_SAMPLE(0, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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SMOOTH_SHADOW_POISSON_SAMPLE(1, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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SMOOTH_SHADOW_POISSON_SAMPLE(2, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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@ -116,7 +115,7 @@ void main() {
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SMOOTH_SHADOW_POISSON_SAMPLE(4, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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SMOOTH_SHADOW_POISSON_SAMPLE(5, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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SMOOTH_SHADOW_POISSON_SAMPLE(6, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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shadowSample = max(shadowSample * 2.0 - 1.0, 0.0);
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shadowSample *= SMOOTH_SHADOW_SAMPLES;
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#endif
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#ifdef COMPILE_COLORED_SHADOW
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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