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@@ -83,24 +83,39 @@ IncidentLight directLight;
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directionalLight = directionalLights[ i ];
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getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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- float margin = ( 0.25 * ( pow( linearDepth, 2.0 ) ) );
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- float csmx = CSM_cascades[ i ].x - margin;
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- float csmy = CSM_cascades[ i ].y + margin;
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- if(i < NUM_DIR_LIGHT_SHADOWS && linearDepth >=csmx - margin && linearDepth < csmy + margin ) {
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+ float margin = 0.25 * pow( linearDepth, 2.0 );
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+ float csmx = CSM_cascades[ i ].x - margin / 2.0;
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+ float csmy = CSM_cascades[ i ].y + margin / 2.0;
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+ float dist = min( linearDepth - csmx, csmy - linearDepth );
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+ float ratio = min( dist / margin, 1.0 );
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+ if(i < NUM_DIR_LIGHT_SHADOWS && linearDepth >= csmx && linearDepth < csmy ) {
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+
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+ vec3 prevColor = directLight.color;
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+ directionalLightShadow = directionalLightShadows[ i ];
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+ directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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- float dist = min( linearDepth -csmx, csmy - linearDepth );
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- dist = min( dist / margin, 1.0 );
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+ if ( i == CSM_CASCADES - 1 && linearDepth > ( csmx + csmy ) / 2.0 ) {
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- directionalLightShadow = directionalLightShadows[ i ];
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- float mult = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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+ directLight.color = mix( prevColor, directLight.color, ratio );
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- directLight.color = mix( directLight.color, directLight.color * mult, dist );
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+ }
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}
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- if(linearDepth >= CSM_cascades[ i ].x && (linearDepth < CSM_cascades[ i ].y || i == CSM_CASCADES - 1)) {
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+ if(linearDepth >= csmx && (linearDepth < csmy || i == CSM_CASCADES - 1)) {
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+
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+ ReflectedLight prevLight = reflectedLight;
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RE_Direct( directLight, geometry, material, reflectedLight );
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+ if ( i != CSM_CASCADES - 1 || i == CSM_CASCADES - 1 && linearDepth < ( csmx + csmy ) / 2.0 ) {
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+
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+ reflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, ratio );
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+ reflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, ratio );
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+ reflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, ratio );
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+ reflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, ratio );
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+
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+ }
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+
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}
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