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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 #52 - Fixed various issues with the client
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@ -67,7 +67,7 @@ vec2(0.675, 0.682));
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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 + 0.0001), 0.0);
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accum += CMPLOD0_D3D_WORKAROUND(tex, vec3(tmpVec2, vec3Pos.z + 0.0001));
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#endif
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uniform vec3 u_sunDirection3f;
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@ -106,7 +106,7 @@ 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 + 0.0001), 0.0);
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shadowSample = CMPLOD0_D3D_WORKAROUND(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowSpacePosition.z + 0.0001));
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#ifdef COMPILE_SUN_SHADOW_SMOOTH
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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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@ -128,7 +128,7 @@ void main() {
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSpacePosition.y += 1.0;
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015), 0.0);
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shadowSample = CMPLOD0_D3D_WORKAROUND(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015));
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break;
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}
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#endif
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@ -138,7 +138,7 @@ void main() {
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSpacePosition.y += 2.0;
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015), 0.0);
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shadowSample = CMPLOD0_D3D_WORKAROUND(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015));
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break;
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}
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#endif
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