Update #52 - Fixed various issues with the client

This commit is contained in:
lax1dude
2025-06-15 21:43:43 -07:00
parent 325a6826bf
commit f3281c037f
94 changed files with 882 additions and 506 deletions

View File

@ -67,7 +67,7 @@ vec2(0.675, 0.682));
tmpVec2 = clamp(tmpVec2, vec2(0.001), vec2(0.999));\
tmpVec2.y += lod;\
tmpVec2.y *= SUN_SHADOW_MAP_FRAC;\
accum += textureLod(tex, vec3(tmpVec2, vec3Pos.z + 0.0001), 0.0);
accum += CMPLOD0_D3D_WORKAROUND(tex, vec3(tmpVec2, vec3Pos.z + 0.0001));
#endif
uniform vec3 u_sunDirection3f;
@ -106,7 +106,7 @@ void main() {
for(;;) {
shadowSpacePosition = u_sunShadowMatrixLOD04f * worldSpacePosition;
if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowSpacePosition.z + 0.0001), 0.0);
shadowSample = CMPLOD0_D3D_WORKAROUND(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowSpacePosition.z + 0.0001));
#ifdef COMPILE_SUN_SHADOW_SMOOTH
SMOOTH_SHADOW_POISSON_SAMPLE(0, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
SMOOTH_SHADOW_POISSON_SAMPLE(1, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
@ -128,7 +128,7 @@ void main() {
if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
shadowSpacePosition.y += 1.0;
shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015), 0.0);
shadowSample = CMPLOD0_D3D_WORKAROUND(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015));
break;
}
#endif
@ -138,7 +138,7 @@ void main() {
if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
shadowSpacePosition.y += 2.0;
shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015), 0.0);
shadowSample = CMPLOD0_D3D_WORKAROUND(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015));
break;
}
#endif