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tweak shadow bias to handle low resolutions better
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@ -1,4 +1,5 @@
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option.SHADER_VERSION_LABEL = Bliss In-Dev Commit Number
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option.SHADER_VERSION_LABEL = Bliss In-Dev Version
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prefix.SHADER_VERSION_LABEL = COMMIT #
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# if you're here to translate, this is a joke, these don't do what they say
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profile.QUALITY=Quality
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@ -7,15 +7,15 @@ void GriAndEminShadowFix(
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float VanillaAO,
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float SkyLightmap
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){
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// #ifdef DISTANT_HORIZONS_SHADOWMAP
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// float minimumValue = 0.3;
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// #else
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float minimumValue = 0.05;
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// #endif
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float DistanceOffset = max(length(WorldPos) * 0.005, minimumValue);
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float MinimumValue = 0.05;
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vec3 Bias = FlatNormal * DistanceOffset;
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// give a tiny boost to the distance mulitplier when shadowmap resolution is below 2048.0
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float ResMultiplier = 1.0 + (shadowDistance/8.0)*(1.0 - min(shadowMapResolution,2048.0)/2048.0)*0.3;
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float DistanceMultiplier = max(1.0 - max(1.0 - length(WorldPos) / shadowDistance, 0.0), MinimumValue) * ResMultiplier;
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vec3 Bias = FlatNormal * DistanceMultiplier;
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// stop lightleaking by zooming up, centered on blocks
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vec2 scale = vec2(0.5); scale.y *= 0.5;
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@ -1,4 +1,4 @@
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#define SHADER_VERSION_LABEL 439 // [439]
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#define SHADER_VERSION_LABEL 458 // [439]
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#define saturate(x) clamp(x,0.0,1.0)
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