Cleanup
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ead174c025
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9802016556
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@ -84,7 +84,7 @@ mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
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casIndex = casi * 4;
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return mat4(
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casData[casIndex + 0],
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casData[casIndex ],
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casData[casIndex + 1],
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casData[casIndex + 2],
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casData[casIndex + 3]);
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@ -121,7 +121,7 @@ float shadowTestCascade(sampler2DShadow shadowMap, const vec3 eye, const vec3 p,
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if (splitDist <= blendThres && casi != c - 1) {
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int casIndex2 = casIndex + 4;
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mat4 LWVP2 = mat4(
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casData[casIndex2 + 0],
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casData[casIndex2 ],
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casData[casIndex2 + 1],
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casData[casIndex2 + 2],
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casData[casIndex2 + 3]);
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@ -92,7 +92,7 @@ void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatter
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#ifdef _Sun
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#ifdef _CSM
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mat4 LWVP = mat4(casData[4 + 0], casData[4 + 1], casData[4 + 2], casData[4 + 3]);
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mat4 LWVP = mat4(casData[4], casData[4 + 1], casData[4 + 2], casData[4 + 3]);
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#endif
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vec4 lPos = LWVP * vec4(curPos, 1.0);
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lPos.xyz /= lPos.w;
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@ -21,7 +21,7 @@ class HosekWilkieRadianceData {
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function evaluateSpline(spline:Array<Float>, index:Int, stride:Int, value:Float):Float {
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return
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1 * Math.pow(1 - value, 5) * spline[index + 0 * stride] +
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1 * Math.pow(1 - value, 5) * spline[index * stride] +
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5 * Math.pow(1 - value, 4) * Math.pow(value, 1) * spline[index + 1 * stride] +
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10 * Math.pow(1 - value, 3) * Math.pow(value, 2) * spline[index + 2 * stride] +
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10 * Math.pow(1 - value, 2) * Math.pow(value, 3) * spline[index + 3 * stride] +
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@ -143,7 +143,7 @@ class DebugDraw {
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l.add(camera.up());
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var i = lines * 24; // 4 * 6 (structure len)
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vbData.set(i + 0, x1);
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vbData.set(i , x1);
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vbData.set(i + 1, y1);
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vbData.set(i + 2, z1);
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vbData.set(i + 3, color.R);
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@ -172,12 +172,12 @@ class DebugDraw {
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vbData.set(i + 23, color.B);
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i = lines * 6;
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ibData[i + 0] = lines * 4 + 0;
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ibData[i ] = lines * 4;
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ibData[i + 1] = lines * 4 + 1;
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ibData[i + 2] = lines * 4 + 2;
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ibData[i + 3] = lines * 4 + 2;
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ibData[i + 4] = lines * 4 + 3;
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ibData[i + 5] = lines * 4 + 0;
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ibData[i + 5] = lines * 4;
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lines++;
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}
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