Fehler im LOD System behoben
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13
blight-assets/src/main/resources/Shaders/TreePostShadow.frag
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13
blight-assets/src/main/resources/Shaders/TreePostShadow.frag
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform sampler2D m_ShadowMap0;
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uniform float m_ShadowIntensity;
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in vec4 shadowCoord;
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void main() {
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vec3 coord = shadowCoord.xyz / shadowCoord.w;
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float mapDepth = texture2D(m_ShadowMap0, coord.xy).r;
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float lit = (coord.z > mapDepth + 0.001) ? (1.0 - m_ShadowIntensity) : 1.0;
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gl_FragColor = vec4(lit, lit, lit, 1.0);
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}
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15
blight-assets/src/main/resources/Shaders/TreePostShadow.vert
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15
blight-assets/src/main/resources/Shaders/TreePostShadow.vert
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform mat4 g_WorldViewProjectionMatrix;
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uniform mat4 g_WorldMatrix;
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uniform mat4 m_LightViewProjectionMatrix0;
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in vec3 inPosition;
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out vec4 shadowCoord;
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void main() {
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gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
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vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0);
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shadowCoord = m_LightViewProjectionMatrix0 * worldPos;
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}
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