Fehler im LOD System behoben

This commit is contained in:
2026-07-21 07:08:26 +02:00
parent b17a71286a
commit 1b3d9bf0af
24 changed files with 347 additions and 72 deletions

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#import "Common/ShaderLib/GLSLCompat.glsllib"
uniform sampler2D m_ShadowMap0;
uniform float m_ShadowIntensity;
in vec4 shadowCoord;
void main() {
vec3 coord = shadowCoord.xyz / shadowCoord.w;
float mapDepth = texture2D(m_ShadowMap0, coord.xy).r;
float lit = (coord.z > mapDepth + 0.001) ? (1.0 - m_ShadowIntensity) : 1.0;
gl_FragColor = vec4(lit, lit, lit, 1.0);
}

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@@ -0,0 +1,15 @@
#import "Common/ShaderLib/GLSLCompat.glsllib"
uniform mat4 g_WorldViewProjectionMatrix;
uniform mat4 g_WorldMatrix;
uniform mat4 m_LightViewProjectionMatrix0;
in vec3 inPosition;
out vec4 shadowCoord;
void main() {
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0);
shadowCoord = m_LightViewProjectionMatrix0 * worldPos;
}