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290c2bda55
commit
1bbf62652c
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@ -151,13 +151,16 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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shadow /= weight;
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}
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else
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{
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return 1.0f; // lit beyond the far split...
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}
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return shadow;
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}
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float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
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{
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float shadow = 0.0f;
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float shadow = 1.0f;
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pos += norm * spot_shadow_offset;
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vec4 spos = vec4(pos,1.0);
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