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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
allow shadows to cast anywhere freely. this sacrifices the smooth transition that they had beforehand.
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@ -140,7 +140,7 @@ float encodeVec2(float x,float y){
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#ifdef OVERWORLD_SHADER
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float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDistFade){
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if(maxDistFade <= 0.0) return 1.0;
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// if(maxDistFade <= 0.0) return 1.0;
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// setup shadow projection
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vec3 projectedShadowPosition = mat3(shadowModelView) * playerPos + shadowModelView[3].xyz;
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@ -191,7 +191,8 @@ float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDis
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directLightColor *= mix(vec3(1.0), translucentTint.rgb, maxDistFade);
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#endif
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return mix(1.0, shadowmap, maxDistFade);
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return shadowmap;
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// return mix(1.0, shadowmap, maxDistFade);
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}
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#endif
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@ -417,7 +418,7 @@ void main() {
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Shadows = ComputeShadowMap(directLightColor, shadowPlayerPos, shadowMapFalloff);
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Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
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Shadows *= mix(LM_shadowMapFallback, 1.0, shadowMapFalloff2);
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#ifdef CLOUDS_SHADOWS
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Shadows *= GetCloudShadow(feetPlayerPos+cameraPosition, WsunVec);
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