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Change normal bias for entities to avoid shadow acne
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@@ -36,6 +36,8 @@ const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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varying float vIDiff;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float bias0 = 0.9;
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const float bias1 = 1.0 - bias0;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// custom smoothstep implementation because it's not defined in glsl1.2
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@@ -104,8 +106,15 @@ void main(void)
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#ifdef ENABLE_DYNAMIC_SHADOWS
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vec3 nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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float texelSize = 767.0 / f_textureresolution;
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float slopeScale = clamp(1.0 - abs(cosLight), 0.0, 1.0);
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// Calculate normal offset scale based on the texel size adjusted for
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// curvature of the SM texture. This code must be change together with
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// getPerspectiveFactor or any light-space transformation.
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float distanceToPlayer = length((eyePosition - worldPosition).xyz) / f_shadowfar;
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float perspectiveFactor = distanceToPlayer * bias0 + bias1;
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float texelSize = 1.0 / f_textureresolution;
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texelSize *= f_shadowfar * perspectiveFactor / (bias1 / perspectiveFactor - texelSize * bias0) * 0.15;
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float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
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normalOffsetScale = texelSize * slopeScale;
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if (f_timeofday < 0.2) {
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