forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/std/shadows.glsl
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@ -88,7 +88,7 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
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}
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}
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#ifndef _ShadowMapAtlas
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#ifndef _ShadowMapAtlas
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vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, vec3 lp, vec3 ml, float bias, vec2 lightProj, vec3 n, bool transparent) {
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vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, vec3 lp, vec3 ml, float bias, vec2 lightProj, vec3 n, const bool transparent) {
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const float s = shadowmapCubePcfSize;
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const float s = shadowmapCubePcfSize;
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float compare = lpToDepth(lp, lightProj) - bias * 1.5;
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float compare = lpToDepth(lp, lightProj) - bias * 1.5;
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ml = ml + n * bias * 20;
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ml = ml + n * bias * 20;
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