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FIX TAA when distant horizons is on. ADD DH submenus
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@ -281,11 +281,10 @@ void main() {
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#ifdef DISTANT_HORIZONS_SHADOWMAP
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float Shadows = 1.0;
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mat4 DH_shadowProjection = DH_shadowProjectionTweak(shadowProjection);
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vec3 feetPlayerPos_shadow = mat3(gbufferModelViewInverse) * pos.xyz + gbufferModelViewInverse[3].xyz;
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vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos_shadow + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(DH_shadowProjection) * projectedShadowPosition + DH_shadowProjection[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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//apply distortion
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#ifdef DISTORT_SHADOWMAP
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@ -344,7 +343,7 @@ void main() {
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vec3 skyReflection = skyCloudsFromTex(mat3(gbufferModelViewInverse) * reflectedVector, colortex4).rgb / 30.0 ;
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skyReflection = mix(skyReflection, ssReflections.rgb, ssReflections.a);
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vec3 sunReflection = Direct_lighting * GGX(normals, -normalize(pos.xyz), WsunVec2, 0.05, vec3(0.02));
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vec3 sunReflection = Direct_lighting * GGX(normals, -normalize(pos.xyz), WsunVec2, 0.05, vec3(0.02)) * (1-ssReflections.a) ;
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gl_FragData[0].rgb = mix(gl_FragData[0].rgb, skyReflection, fresnel) + sunReflection ;
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gl_FragData[0].a = mix(gl_FragData[0].a, 1.0, fresnel);
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