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More minor shader cleanups
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@@ -35,7 +35,6 @@ uniform float animationTimer;
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VARYING_ vec3 vNormal;
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VARYING_ vec3 vPosition;
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// World position in the visible world (i.e. relative to the cameraOffset.)
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// This can be used for many shader effects without loss of precision.
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// If the absolute position is required it can be calculated with
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@@ -62,13 +61,16 @@ vec3 getLightSpacePosition()
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{
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return shadow_position * 0.5 + 0.5;
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}
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// custom smoothstep implementation because it's not defined in glsl1.2
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// https://docs.gl/sl4/smoothstep
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#if __VERSION__ >= 130
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#define mtsmoothstep smoothstep
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#else
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float mtsmoothstep(in float edge0, in float edge1, in float x)
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{
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float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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#endif
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#ifdef COLORED_SHADOWS
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@@ -363,7 +365,6 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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void main(void)
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{
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vec3 color;
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vec2 uv = varTexCoord.st;
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#ifdef USE_ARRAY_TEXTURE
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@@ -382,8 +383,7 @@ void main(void)
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discard;
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#endif
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color = base.rgb;
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vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
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vec4 col = vec4(base.rgb * varColor.rgb, 1.0);
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col.rgb *= vIDiff;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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