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Support OpenGL 3 (#13321)
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@@ -161,7 +161,7 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
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float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
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if (depth > 0.0 && f_normal_length > 0.0)
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// 5 is empirical factor that controls how fast shadow loses sharpness
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sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
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sharpness_factor = clamp(5.0 * depth * depth_to_blur, 0.0, 1.0);
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depth = 0.0;
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float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
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