fix: sampler arrays inbdexed with non-constant / uniform-based expressions are forbidden
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@ -10,20 +10,19 @@ uniform int u_shadowsRes;
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uniform float u_shadowsOpacity;
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uniform float u_shadowsSoftness;
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float calc_shadow(vec4 modelPos, vec3 realnormal, float distance) {
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#ifdef ENABLE_SHADOWS
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float calc_shadow(
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sampler2DShadow shadowsMap,
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mat4 shadowMatrix,
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vec4 modelPos,
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vec3 realnormal,
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vec3 normalOffset,
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float bias
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) {
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float step = 1.0 / float(u_shadowsRes);
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float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity;
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vec3 normalOffset = realnormal * (distance > 64.0 ? 0.2 : 0.04);
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int shadowIdx = distance > 80.0 ? 1 : 0;
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vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(modelPos.xyz + normalOffset, 1.0);
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vec4 mpos = shadowMatrix * vec4(modelPos.xyz + normalOffset, 1.0);
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vec3 projCoords = mpos.xyz / mpos.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.00001 / u_shadowsRes;
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if (shadowIdx > 0) {
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projCoords.z -= 0.001;
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}
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projCoords.z -= 0.00001 / u_shadowsRes + bias;
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float shadow = 0.0;
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if (dot(realnormal, u_sunDir) < 0.0) {
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@ -31,13 +30,27 @@ float calc_shadow(vec4 modelPos, vec3 realnormal, float distance) {
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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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vec3 offset = vec3(x, y, -(abs(x) + abs(y)) * 0.8) * step * 1.0 * u_shadowsSoftness;
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shadow += texture(u_shadows[shadowIdx], projCoords + offset);
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shadow += texture(shadowsMap, projCoords + offset);
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}
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}
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shadow /= 9.0;
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} else {
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shadow = 0.5;
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}
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return shadow;
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}
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// TODO: add array textures support
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float calc_shadow(vec4 modelPos, vec3 realnormal, float distance) {
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#ifdef ENABLE_SHADOWS
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float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity;
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vec3 normalOffset = realnormal * (distance > 64.0 ? 0.2 : 0.04);
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// as slow as mix(...)
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float shadow = (distance < 80.0)
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? calc_shadow(u_shadows[0], u_shadowsMatrix[0], modelPos, realnormal, normalOffset, 0.0)
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: calc_shadow(u_shadows[1], u_shadowsMatrix[1], modelPos, realnormal, normalOffset, 0.001);
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return 0.5 * (1.0 + s * shadow);
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#else
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return 1.0;
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