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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
fix tiny shadow issue with SSS
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@ -1010,23 +1010,9 @@ void main() {
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vec3 projectedShadowPosition = mat3(shadowModelView) * shadowPlayerPos + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3_old(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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#if OPTIMIZED_SHADOW_DISTANCE > 0
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float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / (shadowDistance+32.0),0.0)*5.0,1.0));
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float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / shadowDistance,0.0)*5.0,1.0));
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float shadowMapFalloff = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / (shadowDistance+16.0),0.0)*5.0,1.0));
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float shadowMapFalloff2 = smoothstep(0.0, 1.0, min(max(1.0 - length(feetPlayerPos) / shadowDistance,0.0)*5.0,1.0));
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#else
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vec3 shadowEdgePos = projectedShadowPosition * vec3(0.4,0.4,0.5/6.0) + vec3(0.5,0.5,0.12);
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float fadeLength = max((shadowDistance/256)*30,10.0);
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vec3 cubicRadius = clamp( min((1.0-shadowEdgePos)*fadeLength, shadowEdgePos*fadeLength),0.0,1.0);
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float shadowmapFade = cubicRadius.x*cubicRadius.y*cubicRadius.z;
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shadowmapFade = 1.0 - pow(1.0-pow(shadowmapFade,1.5),3.0);
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float shadowMapFalloff = shadowmapFade;
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float shadowMapFalloff2 = shadowmapFade;
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#endif
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if(isEyeInWater == 1){
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shadowMapFalloff = 1.0;
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@ -532,8 +532,6 @@ void main() {
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vec3 indirectLightColor = averageSkyCol / 1200.0;
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vec3 indirectLightColor_dynamic = averageSkyCol_Clouds / 1200.0;
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// indirectLightColor_dynamic += (MIN_LIGHT_AMOUNT * 0.01 * 0.2 + nightVision*0.02);
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#if defined OVERWORLD_SHADER
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// z0 = texture2D(depthtex0, tc + jitter/VL_RENDER_RESOLUTION).x;
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// viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
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