Weitere Bugfixes und kleine Feature Erweiterungen
This commit is contained in:
@@ -0,0 +1,307 @@
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// Blight-Override von JME3's Shadows.glsllib
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// Änderung: SHADOW_BIAS wird einmal in getDirectionalLightShadows() von
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// projCoord.z abgezogen (Empfänger-seitiger Depth-Bias).
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// Das behebt Self-Shadowing-Acne bei hohem Sonnenstand, ohne den
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// Pre-Shadow-PolyOffset zu erhöhen.
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// Wert anpassen: bei verbleibendem Acne erhöhen, bei "Peter Panning" verkleinern.
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#define SHADOW_BIAS 0.0002
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#if __VERSION__ >= 130
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#ifdef GL_ES
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#extension GL_OES_gpu_shader5 : enable
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#else
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#extension GL_ARB_gpu_shader5 : enable
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#endif
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#define IVEC2 ivec2
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#ifdef HARDWARE_SHADOWS
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#define SHADOWMAP sampler2DShadow
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#define SHADOWCOMPAREOFFSET(tex,coord,offset) textureProjOffset(tex, coord, offset)
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#define SHADOWCOMPARE(tex,coord) textureProj(tex, coord)
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#if defined GL_ES && __VERSION__ <= 300
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#define SHADOWGATHER(tex,coord) step(coord.z, textureGather(tex, coord.xy))
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#else
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#define SHADOWGATHER(tex,coord) textureGather(tex, coord.xy, coord.z)
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#endif
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#else
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#define SHADOWMAP sampler2D
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#define SHADOWCOMPAREOFFSET(tex,coord,offset) step(coord.z, textureProjOffset(tex, coord, offset).r)
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#define SHADOWCOMPARE(tex,coord) step(coord.z, textureProj(tex, coord).r)
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#define SHADOWGATHER(tex,coord) step(coord.z, textureGather(tex, coord.xy))
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#endif
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#if FILTER_MODE == 10
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#define GETSHADOW Shadow_Nearest
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#define KERNEL 1.0
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#elif FILTER_MODE == 1
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#ifdef HARDWARE_SHADOWS
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#define GETSHADOW Shadow_Nearest
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#else
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#define GETSHADOW Shadow_DoBilinear_2x2
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#endif
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#define KERNEL 1.0
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#endif
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#else
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#define IVEC2 vec2
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#if defined GL_ES
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#define SHADOWMAP sampler2D
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#define SHADOWCOMPARE(tex,coord) step(coord.z, texture2DProj(tex, coord).r)
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#elif defined HARDWARE_SHADOWS
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#define SHADOWMAP sampler2DShadow
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#define SHADOWCOMPARE(tex,coord) shadow2DProj(tex, coord).r
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#else
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#define SHADOWMAP sampler2D
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#define SHADOWCOMPARE(tex,coord) step(coord.z, texture2DProj(tex, coord).r)
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#endif
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#if FILTER_MODE == 10
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#define GETSHADOW Shadow_DoShadowCompare
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#define KERNEL 1.0
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#elif FILTER_MODE == 1
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#ifdef HARDWARE_SHADOWS
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#define GETSHADOW Shadow_DoShadowCompare
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#else
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#define GETSHADOW Shadow_DoBilinear_2x2
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#endif
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#define KERNEL 1.0
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#endif
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#endif
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#if (FILTER_MODE == 2)
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#define GETSHADOW Shadow_DoDither_2x2
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#define KERNEL 1.0
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#elif FILTER_MODE == 3
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#define GETSHADOW Shadow_DoPCF
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#define KERNEL 4.0
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#elif FILTER_MODE == 4
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#define GETSHADOW Shadow_DoPCFPoisson
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#define KERNEL 4.0
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#elif FILTER_MODE == 5
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#define GETSHADOW Shadow_DoPCF
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#define KERNEL 8.0
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#endif
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uniform SHADOWMAP m_ShadowMap0;
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uniform SHADOWMAP m_ShadowMap1;
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uniform SHADOWMAP m_ShadowMap2;
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uniform SHADOWMAP m_ShadowMap3;
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#ifdef POINTLIGHT
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uniform SHADOWMAP m_ShadowMap4;
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uniform SHADOWMAP m_ShadowMap5;
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#endif
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#ifdef PSSM
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uniform vec4 m_Splits;
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#endif
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uniform float m_ShadowIntensity;
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const vec2 pixSize2 = vec2(1.0 / SHADOWMAP_SIZE);
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float shadowBorderScale = 1.0;
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float Shadow_DoShadowCompare(in SHADOWMAP tex,in vec4 projCoord){
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return SHADOWCOMPARE(tex, projCoord);
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}
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float Shadow_BorderCheck(in vec2 coord){
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#ifdef GL_ES
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return 0.0;
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#else
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vec4 t = vec4(coord.xy, 0.0, 1.0);
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t = step(t.wwxy, t.xyzz);
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return dot(t,t);
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#endif
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}
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float Shadow_Nearest(in SHADOWMAP tex,in vec4 projCoord){
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float border = Shadow_BorderCheck(projCoord.xy);
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if (border > 0.0){
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return 1.0;
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}
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return SHADOWCOMPARE(tex, projCoord);
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}
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float Shadow_DoShadowCompareOffset(in SHADOWMAP tex,in vec4 projCoord,in vec2 offset){
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vec4 coord = vec4(projCoord.xy + offset.xy * pixSize2 * shadowBorderScale, projCoord.zw);
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return SHADOWCOMPARE(tex, coord);
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}
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float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){
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float border = Shadow_BorderCheck(projCoord.xy);
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if (border > 0.0)
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return 1.0;
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float shadow = 0.0;
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vec2 o = vec2(IVEC2(mod(floor(gl_FragCoord.xy), 2.0)));
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shadow += Shadow_DoShadowCompareOffset(tex, projCoord, (vec2(-1.5, 1.5)+o));
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shadow += Shadow_DoShadowCompareOffset(tex, projCoord, (vec2( 0.5, 1.5)+o));
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shadow += Shadow_DoShadowCompareOffset(tex, projCoord, (vec2(-1.5, -0.5)+o));
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shadow += Shadow_DoShadowCompareOffset(tex, projCoord, (vec2( 0.5, -0.5)+o));
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shadow *= 0.25;
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return shadow;
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}
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float Shadow_DoBilinear_2x2(in SHADOWMAP tex, in vec4 projCoord){
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float border = Shadow_BorderCheck(projCoord.xy);
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if (border > 0.0){
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return 1.0;
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}
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vec4 gather = vec4(0.0);
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#if __VERSION__ >= 130
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#if defined GL_ARB_gpu_shader5 || defined GL_OES_gpu_shader5
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vec4 coord = vec4(projCoord.xyz / projCoord.www,0.0);
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gather = SHADOWGATHER(tex, coord);
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#else
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gather.x = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 1));
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gather.y = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 1));
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gather.z = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 0));
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gather.w = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 0));
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#endif
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#else
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gather.x = Shadow_DoShadowCompareOffset(tex, projCoord, vec2(0.0, 0.0));
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gather.y = Shadow_DoShadowCompareOffset(tex, projCoord, vec2(1.0, 0.0));
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gather.z = Shadow_DoShadowCompareOffset(tex, projCoord, vec2(0.0, 1.0));
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gather.w = Shadow_DoShadowCompareOffset(tex, projCoord, vec2(1.0, 1.0));
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#endif
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vec2 f = fract( projCoord.xy * SHADOWMAP_SIZE );
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vec2 mx = mix( gather.wx, gather.zy, f.x );
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return mix( mx.x, mx.y, f.y );
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}
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float Shadow_DoPCF(in SHADOWMAP tex,in vec4 projCoord){
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float shadow = 0.0;
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float border = Shadow_BorderCheck(projCoord.xy);
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if (border > 0.0)
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return 1.0;
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const float bound = (KERNEL * 0.5 - 0.5 ) * PCFEDGE;
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for (float y = -bound; y <= bound; y += PCFEDGE){
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for (float x = -bound; x <= bound; x += PCFEDGE){
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#if __VERSION__ < 130
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shadow += clamp(Shadow_DoShadowCompareOffset(tex,projCoord,vec2(x,y)) + border, 0.0, 1.0);
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#else
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shadow += Shadow_DoShadowCompareOffset(tex, projCoord, vec2(x,y));
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#endif
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}
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}
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shadow = shadow / (KERNEL * KERNEL);
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return shadow;
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}
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//12 tap poisson disk
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const vec2 poissonDisk0 = vec2(-0.1711046, -0.425016);
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const vec2 poissonDisk1 = vec2(-0.7829809, 0.2162201);
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const vec2 poissonDisk2 = vec2(-0.2380269, -0.8835521);
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const vec2 poissonDisk3 = vec2(0.4198045, 0.1687819);
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const vec2 poissonDisk4 = vec2(-0.684418, -0.3186957);
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const vec2 poissonDisk5 = vec2(0.6026866, -0.2587841);
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const vec2 poissonDisk6 = vec2(-0.2412762, 0.3913516);
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const vec2 poissonDisk7 = vec2(0.4720655, -0.7664126);
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const vec2 poissonDisk8 = vec2(0.9571564, 0.2680693);
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const vec2 poissonDisk9 = vec2(-0.5238616, 0.802707);
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const vec2 poissonDisk10 = vec2(0.5653144, 0.60262);
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const vec2 poissonDisk11 = vec2(0.0123658, 0.8627419);
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float Shadow_DoPCFPoisson(in SHADOWMAP tex, in vec4 projCoord){
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float shadow = 0.0;
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float border = Shadow_BorderCheck(projCoord.xy);
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if (border > 0.0){
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return 1.0;
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}
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vec2 texelSize = pixSize2 * 4.0 * PCFEDGE * shadowBorderScale;
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk0 * texelSize, projCoord.zw));
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk1 * texelSize, projCoord.zw));
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk2 * texelSize, projCoord.zw));
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk3 * texelSize, projCoord.zw));
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk4 * texelSize, projCoord.zw));
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk5 * texelSize, projCoord.zw));
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk6 * texelSize, projCoord.zw));
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk7 * texelSize, projCoord.zw));
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk8 * texelSize, projCoord.zw));
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk9 * texelSize, projCoord.zw));
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk10 * texelSize, projCoord.zw));
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shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy + poissonDisk11 * texelSize, projCoord.zw));
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//this is divided by 12
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return shadow * 0.08333333333;
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}
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#ifdef POINTLIGHT
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float getPointLightShadows(in vec4 worldPos,in vec3 lightPos,
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in SHADOWMAP shadowMap0,in SHADOWMAP shadowMap1,in SHADOWMAP shadowMap2,in SHADOWMAP shadowMap3,in SHADOWMAP shadowMap4,in SHADOWMAP shadowMap5,
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in vec4 projCoord0,in vec4 projCoord1,in vec4 projCoord2,in vec4 projCoord3,in vec4 projCoord4,in vec4 projCoord5){
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float shadow = 1.0;
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vec3 vect = worldPos.xyz - lightPos;
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vec3 absv= abs(vect);
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float maxComp = max(absv.x,max(absv.y,absv.z));
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if(maxComp == absv.y){
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if(vect.y < 0.0){
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shadow = GETSHADOW(shadowMap0, projCoord0 / projCoord0.w);
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}else{
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shadow = GETSHADOW(shadowMap1, projCoord1 / projCoord1.w);
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}
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}else if(maxComp == absv.z){
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if(vect.z < 0.0){
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shadow = GETSHADOW(shadowMap2, projCoord2 / projCoord2.w);
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}else{
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shadow = GETSHADOW(shadowMap3, projCoord3 / projCoord3.w);
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}
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}else if(maxComp == absv.x){
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if(vect.x < 0.0){
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shadow = GETSHADOW(shadowMap4, projCoord4 / projCoord4.w);
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}else{
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shadow = GETSHADOW(shadowMap5, projCoord5 / projCoord5.w);
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}
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}
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return shadow;
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}
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#else
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#ifdef PSSM
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float getDirectionalLightShadows(in vec4 splits,in float shadowPosition,
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in SHADOWMAP shadowMap0,in SHADOWMAP shadowMap1,in SHADOWMAP shadowMap2,in SHADOWMAP shadowMap3,
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in vec4 projCoord0,in vec4 projCoord1,in vec4 projCoord2,in vec4 projCoord3){
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// Receiver-seitiger Depth-Bias: verhindert Self-Shadowing-Acne bei
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// flachen Oberflächen und hohem Sonnenstand (PSSM nutzt orthografische
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// Projektion → w=1, daher direkt von z abziehen).
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vec4 pc0 = vec4(projCoord0.xy, projCoord0.z - SHADOW_BIAS, projCoord0.w);
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vec4 pc1 = vec4(projCoord1.xy, projCoord1.z - SHADOW_BIAS, projCoord1.w);
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vec4 pc2 = vec4(projCoord2.xy, projCoord2.z - SHADOW_BIAS, projCoord2.w);
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vec4 pc3 = vec4(projCoord3.xy, projCoord3.z - SHADOW_BIAS, projCoord3.w);
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float shadow = 1.0;
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if(shadowPosition < splits.x){
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shadow = GETSHADOW(shadowMap0, pc0);
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}else if( shadowPosition < splits.y){
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shadowBorderScale = 0.5;
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shadow = GETSHADOW(shadowMap1, pc1);
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}else if( shadowPosition < splits.z){
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shadowBorderScale = 0.25;
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shadow = GETSHADOW(shadowMap2, pc2);
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}else if( shadowPosition < splits.w){
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shadowBorderScale = 0.125;
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shadow = GETSHADOW(shadowMap3, pc3);
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}
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return shadow;
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}
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#else
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float getSpotLightShadows(in SHADOWMAP shadowMap,in vec4 projCoord){
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float shadow = 1.0;
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projCoord /= projCoord.w;
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shadow = GETSHADOW(shadowMap,projCoord);
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projCoord = projCoord * 2.0 - 1.0;
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float fallOff = ( length(projCoord.xy) - 0.9 ) / 0.1;
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return mix(shadow,1.0,clamp(fallOff,0.0,1.0));
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}
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#endif
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#endif
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@@ -12,6 +12,7 @@ MaterialDef BakedTerrain {
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Vector3 SunColor : 0.68 0.65 0.60
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Vector3 AmbientColor : 0.08 0.10 0.16
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Boolean DebugNoLight
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Float Wetness
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}
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Technique {
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@@ -13,10 +13,11 @@ uniform sampler2D m_AlphaMap_2;
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uniform int m_SteepIndex;
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#endif
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uniform vec3 m_LightDir;
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uniform vec3 m_SunColor;
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uniform vec3 m_AmbientColor;
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uniform vec3 g_CameraPosition;
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uniform vec3 m_LightDir;
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uniform vec3 m_SunColor;
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uniform vec3 m_AmbientColor;
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uniform vec3 g_CameraPosition;
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uniform float m_Wetness;
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in vec3 vWorldPos;
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in vec3 vNormal;
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@@ -77,15 +78,22 @@ void main() {
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col = col * flatBlend + steepCol * steepBlend;
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#endif
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vec3 N = normalize(vNormal);
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vec3 N = normalize(vNormal);
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vec3 lightDir = normalize(m_LightDir);
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float diff = max(dot(N, lightDir), 0.0);
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vec3 light = m_AmbientColor + m_SunColor * diff;
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// Nass-Effekt: Oberfläche abdunkeln + Blinn-Phong Specular Schimmer
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float wet = clamp(m_Wetness, 0.0, 1.0);
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col.rgb *= (1.0 - 0.20 * wet);
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vec3 viewDir = normalize(g_CameraPosition - vWorldPos);
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vec3 H = normalize(lightDir + viewDir);
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float spec = pow(max(dot(N, H), 0.0), 80.0) * wet;
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const float BRIGHTNESS = 0.80;
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#ifdef DEBUG_NO_LIGHT
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outColor = vec4(col.rgb * BRIGHTNESS, col.a);
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#else
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outColor = vec4(col.rgb * light * BRIGHTNESS, col.a);
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outColor = vec4(col.rgb * light * BRIGHTNESS + vec3(spec * 0.35), col.a);
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#endif
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}
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@@ -29,13 +29,15 @@ void main() {
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vec2 windN = (dot(m_WindDir, m_WindDir) > 0.001) ? normalize(m_WindDir) : vec2(0.0, 1.0);
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float wavePhase = dot(worldXZ, windN);
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// Pro-Halm-Zufallsphase: floor() macht sie für alle Vertices desselben Halms gleich
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float randPhase = fract(sin(dot(floor(worldXZ), vec2(127.1, 311.7))) * 43758.5453) * 6.2832;
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// Zwei überlagerte Sinuswellen für organische Bewegung
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float sway = sin(t * 2.1 + wavePhase * 0.08) * 0.6
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+ sin(t * 1.4 + wavePhase * 0.06) * 0.4;
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// Zwei überlagerte Sinuswellen + Zufallsphase → kein synchroner Gleichtakt
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float sway = sin(t * 2.1 + wavePhase * 0.08 + randPhase) * 0.6
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+ sin(t * 1.4 + wavePhase * 0.06 + randPhase * 0.73) * 0.4;
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// Mindest-Stärke damit bei wenig Wind noch Bewegung sichtbar ist
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float effectiveStrength = max(m_WindStrength, 0.05);
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// Halbierte Windstärke für Textur-Gras; Mindest-Stärke für minimale Bewegung
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float effectiveStrength = max(m_WindStrength, 0.05) * 0.5;
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// Quadratische Gewichtung: Spitze bewegt sich mehr als Basis
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float bend = sway * effectiveStrength * inTexCoord.y * inTexCoord.y;
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BIN
blight-assets/src/main/resources/Textures/hud/compass_needle.png
Normal file
BIN
blight-assets/src/main/resources/Textures/hud/compass_needle.png
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After Width: | Height: | Size: 5.1 KiB |
BIN
blight-assets/src/main/resources/Textures/hud/compass_rose.png
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blight-assets/src/main/resources/Textures/hud/compass_rose.png
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Reference in New Issue
Block a user