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synced 2025-06-27 18:38:14 -05:00
Update #52 - Fixed various issues with the client
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@ -48,8 +48,6 @@ uniform mat4 u_sunShadowMatrixLOD24f;
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#define SUN_SHADOW_MAP_FRAC 0.3333333
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#endif
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#EAGLER INCLUDE (4) "eagler:glsl/deferred/lib/branchless_comparison.glsl"
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const vec2 POISSON_DISK[4] = vec2[](
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vec2(0.998, -0.0438),
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vec2(-0.345, -0.933),
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@ -96,7 +94,7 @@ void main() {
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return;
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}
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float material1f = textureLod(u_gbufferMaterialTexture, v_position2f, 0.0).a;
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material1f = 2.0 * material1f - COMPARE_GT_0_1(material1f, 0.5);
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material1f = 2.0 * material1f - step(0.5, material1f);
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if(material1f < 0.05) {
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return;
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}
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