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@ -16,6 +16,10 @@ in vec4 projCoord3; |
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in vec4 projCoord5; |
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in vec4 projCoord5; |
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in vec4 worldPos; |
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in vec4 worldPos; |
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uniform vec3 m_LightPos; |
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uniform vec3 m_LightPos; |
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#else |
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#ifndef PSSM |
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in float lightDot; |
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#endif |
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#endif |
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#endif |
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#ifdef DISCARD_ALPHA |
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#ifdef DISCARD_ALPHA |
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@ -33,7 +37,7 @@ uniform vec2 m_FadeInfo; |
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#endif |
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#endif |
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void main(){ |
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void main(){ |
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#ifdef DISCARD_ALPHA |
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#ifdef DISCARD_ALPHA |
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#ifdef COLOR_MAP |
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#ifdef COLOR_MAP |
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float alpha = texture2D(m_ColorMap,texCoord).a; |
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float alpha = texture2D(m_ColorMap,texCoord).a; |
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@ -56,8 +60,12 @@ void main(){ |
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shadow = getDirectionalLightShadows(m_Splits, shadowPosition, |
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shadow = getDirectionalLightShadows(m_Splits, shadowPosition, |
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m_ShadowMap0,m_ShadowMap1,m_ShadowMap2,m_ShadowMap3, |
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m_ShadowMap0,m_ShadowMap1,m_ShadowMap2,m_ShadowMap3, |
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projCoord0, projCoord1, projCoord2, projCoord3); |
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projCoord0, projCoord1, projCoord2, projCoord3); |
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#else |
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#else |
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//spotlight |
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//spotlight |
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if(lightDot < 0){ |
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outFragColor = vec4(1.0); |
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return; |
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} |
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shadow = getSpotLightShadows(m_ShadowMap0,projCoord0); |
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shadow = getSpotLightShadows(m_ShadowMap0,projCoord0); |
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#endif |
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#endif |
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#endif |
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#endif |
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