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synced 2025-06-22 00:37:35 +08:00
FIX TAA when distant horizons is on. ADD DH submenus
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@ -167,8 +167,8 @@ float linearizeDepthFast(const in float depth, const in float near, const in flo
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void main() {
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/* DRAWBUFFERS:3 */
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void main() {
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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float z = texture2D(depthtex1,texcoord).x;
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@ -229,13 +229,12 @@ void main() {
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if (LabSSS > 0.0) {
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mat4 DH_shadowProjection = DH_shadowProjectionTweak(shadowProjection);
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vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz;
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vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos + 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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