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Remove some stuff
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@ -116,12 +116,12 @@ float CalcShadow(sampler2D shadowMap, vec3 lightDir)
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// Bias in the range [0.005, 0.05] depending on the angle, where a higher
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// angle gives a higher bias, as shadow acne gets worse with angle
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float bias = max(0.05 * (1.0 - dot(normalizedVertNorm, lightDir)), 0.005);
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float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
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// 'Percentage Close Filtering'. B
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// Basically get soft shadows by averaging this texel and surrounding ones
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float shadow = 0.0;
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vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
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float shadow = 0;
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vec2 texelSize = 1 / textureSize(shadowMap, 0);
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for(int x = -1; x <= 1; ++x)
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{
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for(int y = -1; y <= 1; ++y)
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@ -130,11 +130,11 @@ float CalcShadow(sampler2D shadowMap, vec3 lightDir)
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// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
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// then there is something closer to the light than us, and so we are in shadow
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shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
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shadow += currentDepth - bias > pcfDepth ? 1 : 0;
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}
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}
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shadow /= 9.0;
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shadow /= 9;
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return shadow;
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}
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@ -155,7 +155,7 @@ vec3 CalcDirLight()
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// Shadow
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float shadow = CalcShadow(dirLight.shadowMap, lightDir);
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return (finalDiffuse + finalSpecular) * (1.0 - shadow);
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return (finalDiffuse + finalSpecular) * (1 - shadow);
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}
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vec3 CalcPointLight(PointLight pointLight)
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@ -178,7 +178,7 @@ vec3 CalcPointLight(PointLight pointLight)
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// attenuation
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float distToLight = length(pointLight.pos - fragPos);
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float attenuation = 1.0 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
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float attenuation = 1 / (pointLight.constant + pointLight.linear * distToLight + pointLight.quadratic * (distToLight * distToLight));
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return (finalDiffuse + finalSpecular) * attenuation;
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}
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@ -195,7 +195,7 @@ vec3 CalcSpotLight(SpotLight light)
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// light after outer cutoff
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float theta = dot(fragToLightDir, normalize(-light.dir));
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float epsilon = (light.innerCutoff - light.outerCutoff);
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float intensity = clamp((theta - light.outerCutoff) / epsilon, 0.0, 1.0);
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float intensity = clamp((theta - light.outerCutoff) / epsilon, 0.0, 1);
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if (intensity == 0)
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return vec3(0);
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