fix segfault
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8bb03a004f
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b5253bff99
@ -46,7 +46,6 @@ void main() {
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a_dir = a_modelpos.xyz - u_cameraPos;
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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_color.rgb = max(a_color.rgb, 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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@ -131,9 +131,6 @@ void WorldRenderer::setupWorldShader(
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shader.uniform1i("u_enableShadows", shadows);
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if (shadows) {
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if (shadowMap == nullptr) {
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shadowMap = std::make_unique<ShadowMap>(1024 * 8);
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}
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shader.uniformMatrix("u_shadowsMatrix", shadowCamera.getProjView());
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shader.uniform3f("u_sunDir", shadowCamera.front);
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shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
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@ -407,6 +404,9 @@ void WorldRenderer::draw(
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skybox->refresh(pctx, worldInfo.daytime, mie, 4);
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if (shadows) {
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if (shadowMap == nullptr) {
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shadowMap = std::make_unique<ShadowMap>(1024 * 8);
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}
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generateShadowsMap(camera, pctx);
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}
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