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@@ -321,12 +321,12 @@ float SampleShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_map, uint
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vec3 CalculateDirectionalShadow(vec4 world_pos, uint shadow_idx, vec3 normal, vec3 light_dir, vec3 viewer_pos)
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{
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float shadow = 0;
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float shadow = 1;
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//measure the distance of the fragment from the light
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float frag_distance = abs(length(viewer_pos - world_pos.xyz));
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uint shadow_trans_idx = 5;
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uint shadow_trans_idx = 6;
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uint ignore_shadow = 0;
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//Work out which shadowmap is appropriate for this distance
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for(uint i = 0; i < 6; i++)
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@@ -340,7 +340,7 @@ vec3 CalculateDirectionalShadow(vec4 world_pos, uint shadow_idx, vec3 normal, ve
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break;
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}
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}
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if(ignore_shadow == 1)
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{
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vec4 translated_pixel = shadows[shadow_idx].light_space_proj[shadow_trans_idx] *
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@@ -348,21 +348,29 @@ vec3 CalculateDirectionalShadow(vec4 world_pos, uint shadow_idx, vec3 normal, ve
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world_pos;
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uvec2 shadow_handle = textures[shadows[shadow_idx].shadow_texture_id];
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shadow = 1.0 - SampleShadow(translated_pixel, sampler2DArray(shadow_handle), shadow_trans_idx, normal, light_dir);
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}
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return vec3(shadow);
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//return 1.0 - shadow;
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if(shadow_trans_idx == 0)
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{
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return vec3(1,0,0) * shadow;
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}
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if(shadow_trans_idx == 1)
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{
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return vec3(0,1,0) * shadow;
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return vec3(1,1,0) * shadow;
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}
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if(shadow_trans_idx == 2)
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{
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return vec3(0,0,1) * shadow;
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return vec3(0.5,0.5,1) * shadow;
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}
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if(shadow_trans_idx == 3)
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{
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return vec3(1,0,1) * shadow;
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}
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if(shadow_trans_idx == 4)
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{
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return vec3(1,1,1) * shadow;
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}
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return vec3(0,1,1) * shadow;
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}
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