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Compositing sky for no reason
yarhar
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@ -216,7 +216,7 @@ void main() {
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#ifdef Variable_Penumbra_Shadows
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if (NdotL > 0.0 || LabSSS > 0.0) {
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if (NdotL > 0.001 || LabSSS > 0.0) {
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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@ -227,7 +227,7 @@ void main() {
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float distortFactor = calcDistort(projectedShadowPosition.xy);
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projectedShadowPosition.xy *= distortFactor;
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//do shadows only if on shadow map
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if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){
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if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){
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const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95);
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float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor;
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float diffthresh = distortThresh/6000.0*threshMul;
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