Noise
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@@ -343,23 +343,23 @@ float SampleCascadeShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_ma
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// PCF
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if(shadow_trans_idx < 1)
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{
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bias = 0.0000005;
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bias = 0.000005;
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}
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if(shadow_trans_idx < 2)
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{
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bias = 0.00005;
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bias = 0.0005;
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}
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else if(shadow_trans_idx < 3)
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{
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bias = 0.00005;
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bias = 0.0005;
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}
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else if(shadow_trans_idx == 3)
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{
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bias = 0.0001;// + (0.000001 * mapped_distance);
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bias = 0.001;// + (0.000001 * mapped_distance);
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}
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else
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{
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bias = 0.0005;
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bias = 0.005;
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}
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float shadow = 0.0;
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vec2 texel_size = 1.0 / textureSize(sampler_shadow_map, 0).xy;
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@@ -560,7 +560,7 @@ void main()
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float metal = metal_rough[2];
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float ao = 1;
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vec3 ambient = vec3(0.05) * diffuse.xyz * ao;
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vec3 Lo = ambient;
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vec3 Lo;// = ambient;
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if(metal_rough[0] > 0)
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{
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@@ -647,7 +647,7 @@ void main()
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}
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float lighting = 0;
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vec3 output_color = Lo;
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vec3 output_color = Lo + ambient;
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// HDR tonemapping
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output_color = output_color / (output_color + vec3(1.0));
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