forked from LeenkxTeam/LNXSDK
Patch_2
This commit is contained in:
@ -23,6 +23,59 @@ uniform vec2 smSizeUniform;
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#endif
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#ifdef _ShadowMapAtlas
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// PCF that clamps samples to tile boundaries to prevent bleeding
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vec3 PCFTileAware(sampler2DShadow shadowMap,
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#ifdef _ShadowMapTransparent
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sampler2D shadowMapTransparent,
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#endif
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const vec2 uv, const float compare, const vec2 smSize,
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const vec2 tileMin, const vec2 tileMax
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#ifdef _ShadowMapTransparent
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, const bool transparent
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#endif
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) {
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vec3 result = vec3(0.0);
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vec2 offset;
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offset = vec2(-1.0, -1.0) / smSize;
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result.x = texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
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offset = vec2(-1.0, 0.0) / smSize;
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result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
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offset = vec2(-1.0, 1.0) / smSize;
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result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
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offset = vec2(0.0, -1.0) / smSize;
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result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
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result.x += texture(shadowMap, vec3(uv, compare));
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offset = vec2(0.0, 1.0) / smSize;
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result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
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offset = vec2(1.0, -1.0) / smSize;
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result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
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offset = vec2(1.0, 0.0) / smSize;
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result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
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offset = vec2(1.0, 1.0) / smSize;
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result.x += texture(shadowMap, vec3(clamp(uv + offset, tileMin, tileMax), compare));
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result = result.xxx / 9.0;
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#ifdef _ShadowMapTransparent
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if (transparent == false) {
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vec4 shadowmap_transparent = texture(shadowMapTransparent, uv);
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if (shadowmap_transparent.a < compare)
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result *= shadowmap_transparent.rgb;
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}
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#endif
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return result;
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}
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// https://www.khronos.org/registry/OpenGL/specs/gl/glspec20.pdf // p:168
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// https://www.gamedev.net/forums/topic/687535-implementing-a-cube-map-lookup-function/5337472/
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vec2 sampleCube(vec3 dir, out int faceIndex) {
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@ -251,7 +304,7 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
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#endif
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if (any(lessThan(uvtiled, vec2(0.0))) || any(greaterThan(uvtiled, vec2(1.0)))) {
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return vec3(1.0); // Handle edge cases by returning full light
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return vec3(1.0);
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}
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vec3 result = vec3(0.0);
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@ -334,30 +387,55 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
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}
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#endif
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#ifdef _ShadowMapAtlas
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uniform vec4 tileBounds;
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#endif
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vec3 shadowTest(sampler2DShadow shadowMap,
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#ifdef _ShadowMapTransparent
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sampler2D shadowMapTransparent,
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#endif
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const vec3 lPos, const float shadowsBias
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#ifdef _ShadowMapTransparent
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, const bool transparent
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#endif
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) {
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#ifdef _ShadowMapTransparent
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sampler2D shadowMapTransparent,
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#endif
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const vec3 lPos, const float shadowsBias
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#ifdef _ShadowMapTransparent
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, const bool transparent
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#endif
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) {
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if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return vec3(1.0);
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#ifdef _ShadowMapAtlas
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// use tile PCF
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#ifdef _SMSizeUniform
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vec2 smSizeAtlas = smSizeUniform;
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#else
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const vec2 smSizeAtlas = shadowmapSize;
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#endif
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return PCFTileAware(shadowMap,
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos.xy, lPos.z - shadowsBias, smSizeAtlas,
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tileBounds.xy, tileBounds.zw
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#else
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// use PCF for non-atlas shadows
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#ifdef _SMSizeUniform
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vec2 smSize = smSizeUniform;
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#else
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const vec2 smSize = shadowmapSize;
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#endif
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if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return vec3(1.0);
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return PCF(shadowMap,
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos.xy, lPos.z - shadowsBias, smSize
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos.xy, lPos.z - shadowsBias, smSize
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#endif
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}
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#ifdef _CSM
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@ -390,14 +468,14 @@ mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
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}
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vec3 shadowTestCascade(sampler2DShadow shadowMap,
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#ifdef _ShadowMapTransparent
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sampler2D shadowMapTransparent,
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#endif
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const vec3 eye, const vec3 p, const float shadowsBias
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#ifdef _ShadowMapTransparent
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, const bool transparent
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#endif
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) {
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#ifdef _ShadowMapTransparent
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sampler2D shadowMapTransparent,
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#endif
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const vec3 eye, const vec3 p, const float shadowsBias
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#ifdef _ShadowMapTransparent
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, const bool transparent
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#endif
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) {
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#ifdef _SMSizeUniform
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vec2 smSize = smSizeUniform;
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#else
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@ -413,14 +491,14 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
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vec3 visibility = vec3(1.0);
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if (lPos.w > 0.0) visibility = PCF(shadowMap,
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos.xy, lPos.z - shadowsBias, smSize
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos.xy, lPos.z - shadowsBias, smSize
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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// Blend cascade
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// https://github.com/TheRealMJP/Shadows
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@ -439,15 +517,16 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
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vec4 lPos2 = LWVP2 * vec4(p, 1.0);
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lPos2.xyz /= lPos2.w;
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vec3 visibility2 = vec3(1.0);
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// use lPos2 coordinates for second cascade, not lPos
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if (lPos2.w > 0.0) visibility2 = PCF(shadowMap,
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos.xy, lPos.z - shadowsBias, smSize
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos2.xy, lPos2.z - shadowsBias, smSize
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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float lerpAmt = smoothstep(0.0, blendThres, splitDist);
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return mix(visibility2, visibility, lerpAmt);
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