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@@ -78,20 +78,30 @@ IncidentLight directLight;
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DirectionalLightShadow directionalLightShadow;
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DirectionalLightShadow directionalLightShadow;
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#endif
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#endif
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- #pragma unroll_loop
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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directionalLight = directionalLights[ i ];
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directionalLight = directionalLights[ i ];
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getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
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- directionalLightShadow = directionalLightShadows[ i ];
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- if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) 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 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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- #endif
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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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+
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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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- if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );
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+ directLight.color = mix( directLight.color, directLight.color * mult, dist );
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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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+
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+ RE_Direct( directLight, geometry, material, reflectedLight );
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+
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+ }
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}
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}
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