fix night shadows
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11283f9a33
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1a3fb9f5b3
@ -3,6 +3,7 @@
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uniform sampler2DShadow u_shadows[2];
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uniform sampler2DShadow u_shadows[2];
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uniform mat4 u_shadowsMatrix[2];
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uniform mat4 u_shadowsMatrix[2];
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uniform float u_dayTime;
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uniform int u_shadowsRes;
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uniform int u_shadowsRes;
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@ -22,7 +23,7 @@ float calc_shadow() {
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shadow = 0.0;
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shadow = 0.0;
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// TODO: optimize
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// TODO: optimize
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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if (dot(a_realnormal, u_sunDir) < 0.0 || true) {
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if (a_distance > 128) {
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if (a_distance > 128) {
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for (int y = -1; y <= 1; y++) {
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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for (int x = -1; x <= 1; x++) {
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@ -48,7 +49,9 @@ float calc_shadow() {
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}
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}
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shadow /= 25;
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shadow /= 25;
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}
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}
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shadow = shadow * 0.5 + 0.5;
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float s = abs(cos(u_dayTime * 3.141592 * 2.0));
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s = pow(s, 0.7);
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shadow = mix(0.5, shadow * 0.5 + 0.5, s);
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} else {
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} else {
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shadow = 0.5;
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shadow = 0.5;
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}
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}
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@ -370,7 +370,12 @@ void WorldRenderer::generateShadowsMap(
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shadowCamera.perspective = false;
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shadowCamera.perspective = false;
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shadowCamera.setAspectRatio(1.0f);
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shadowCamera.setAspectRatio(1.0f);
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float sunAngle = glm::radians(fmod(90.0f - worldInfo.daytime * 360.0f, 180.0f));
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float t = worldInfo.daytime - 0.25f;
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if (t < 0.0f) {
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t += 1.0f;
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}
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t = fmod(t, 0.5f);
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float sunAngle = glm::radians(90.0f - (t + 0.25f) * 360.0f);
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shadowCamera.rotate(
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shadowCamera.rotate(
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sunAngle,
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sunAngle,
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glm::radians(-45.0f),
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glm::radians(-45.0f),
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