Pass shadowmap size
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@ -108,8 +108,6 @@ vec4 LUTlookup(in vec4 textureColor, in sampler2D lookupTable) {
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}
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float vignette() {
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// vignetting from iq
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// return 0.4 + 0.6 * pow(16.0 * texCoord.x * texCoord.y * (1.0 - texCoord.x) * (1.0 - texCoord.y), 0.2);
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return 0.3 + 0.7 * pow(16.0 * texCoord.x * texCoord.y * (1.0 - texCoord.x) * (1.0 - texCoord.y), 0.2);
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}
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@ -272,6 +270,11 @@ void main() {
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fragColor.rgb += vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * compoGrainStrength;
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#endif
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#ifdef _CGrainStatic
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float x = (texCo.x + 4.0) * (texCo.y + 4.0) * 10.0;
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fragColor.rgb += vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * 0.09;
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#endif
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#ifdef _CVignette
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fragColor.rgb *= vignette();
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#endif
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@ -55,6 +55,9 @@ uniform sampler2D gbuffer2;
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#ifdef _LightIES
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//!uniform sampler2D texIES;
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#endif
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#ifdef _SMSizeUniform
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uniform vec2 smSizeUniform;
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#endif
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#ifdef _SSS
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vec2 lightPlane;
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@ -141,7 +144,11 @@ void main() {
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if (lightShadow == 1) {
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vec4 lPos = LWVP * vec4(p + n * shadowsBias * 10, 1.0);
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if (lPos.w > 0.0) {
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#ifdef _SMSizeUniform
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visibility = shadowTest(shadowMap, lPos.xyz / lPos.w, shadowsBias, smSizeUniform);
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#else
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visibility = shadowTest(shadowMap, lPos.xyz / lPos.w, shadowsBias, shadowmapSize);
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#endif
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}
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}
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else if (lightShadow == 2) { // Cube
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@ -115,6 +115,11 @@
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"name": "sdftex",
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"link": "_sdfTexture",
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"ifdef": ["_DFRS"]
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},
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{
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"name": "smSizeUniform",
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"link": "_shadowMapSize",
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"ifdef": ["_SMSizeUniform"]
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}
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],
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"vertex_shader": "../include/pass_volume.vert.glsl",
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