fix a_distance
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9e05f6dbb6
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44f7051a94
@ -48,8 +48,9 @@ void main() {
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a) * v_color;
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a_color.a = u_opacity;
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a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
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a_fog = calc_fog(a_distance / 256.0);
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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vec4 viewmodelpos = u_view * a_modelpos;
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a_position = viewmodelpos.xyz;
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@ -47,8 +47,9 @@ void main() {
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vec3 skyLightColor = pick_sky_color(u_skybox);
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a_skyLight = skyLightColor.rgb*v_light.a;
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a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
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a_fog = calc_fog(a_distance / 256.0);
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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vec4 viewmodelpos = u_view * a_modelpos;
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a_position = viewmodelpos.xyz;
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@ -358,7 +358,7 @@ void WorldRenderer::generateShadowsMap(
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const auto& settings = engine.getSettings();
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int resolution = shadowMap.getResolution();
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float shadowMapScale = 0.1f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) * scale;
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float shadowMapScale = 0.2f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) * scale;
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float shadowMapSize = resolution * shadowMapScale;
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glm::vec3 basePos = glm::floor(camera.position / 500.0f) * 500.0f;
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