forked from LeenkxTeam/LNXSDK
Update
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@ -96,7 +96,7 @@ void main() {
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wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
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float visibility;
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vec3 lp = lightPos -wposition;
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vec3 lp = lightPos - wposition;
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vec3 l;
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if (lightType == 0) { l = lightDir; visibility = 1.0; }
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else { l = normalize(lp); visibility = attenuate(distance(wposition, lightPos)); }
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@ -105,7 +105,7 @@ void main() {
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if (lightShadow == 1) {
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vec4 lightPosition = LVP * vec4(wposition, 1.0);
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vec3 lPos = lightPosition.xyz / lightPosition.w;
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visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
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visibility *= texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
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}
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else if (lightShadow == 2) {
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vec4 lightPosition = LVP * vec4(wposition, 1.0);
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@ -129,7 +129,8 @@ void main() {
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}
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#endif
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imageAtomicAdd(voxelsLight, dst, uint(visibility * lightColor.r * 255));
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imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(visibility * lightColor.g * 255));
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imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(visibility * lightColor.b * 255));
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vec3 light = visibility * lightColor;
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imageAtomicAdd(voxelsLight, dst, uint(light.r * 255));
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imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(light.g * 255));
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imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(light.b * 255));
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}
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