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@@ -1,4 +1,4 @@
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-#ifdef SHADOWS
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+#ifdef SHADOWS
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#ifndef SHADOWFLOAT
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#ifndef SHADOWFLOAT
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float unpack(vec4 color)
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float unpack(vec4 color)
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{
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{
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@@ -81,7 +81,7 @@
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float shadowMapSample = textureCube(shadowSampler, directionToLight).x;
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float shadowMapSample = textureCube(shadowSampler, directionToLight).x;
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#endif
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#endif
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- float esm = 1.0 - clamp(exp(min(87., depthScale * shadowPixelDepth)) * shadowMapSample - darkness, 0., 1.);
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+ float esm = 1.0 - clamp(exp(min(87., depthScale * shadowPixelDepth)) * shadowMapSample, 0., 1. - darkness);
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return esm;
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return esm;
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}
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}
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@@ -101,7 +101,7 @@
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float shadowMapSample = textureCube(shadowSampler, directionToLight).x;
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float shadowMapSample = textureCube(shadowSampler, directionToLight).x;
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#endif
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#endif
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- float esm = clamp(exp(min(87., -depthScale * (shadowPixelDepth - shadowMapSample))) - darkness, 0., 1.);
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+ float esm = clamp(exp(min(87., -depthScale * (shadowPixelDepth - shadowMapSample))), darkness, 1.);
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return esm;
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return esm;
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}
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}
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@@ -189,7 +189,7 @@
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float shadowMapSample = texture2D(shadowSampler, uv).x;
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float shadowMapSample = texture2D(shadowSampler, uv).x;
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#endif
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#endif
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- float esm = 1.0 - clamp(exp(min(87., depthScale * shadowPixelDepth)) * shadowMapSample - darkness, 0., 1.);
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+ float esm = 1.0 - clamp(exp(min(87., depthScale * shadowPixelDepth)) * shadowMapSample, 0., 1. - darkness);
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// Apply fade out at frustum edge
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// Apply fade out at frustum edge
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// const float fadeDistance = 0.07;
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// const float fadeDistance = 0.07;
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@@ -220,7 +220,7 @@
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float shadowMapSample = texture2D(shadowSampler, uv).x;
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float shadowMapSample = texture2D(shadowSampler, uv).x;
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#endif
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#endif
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- float esm = clamp(exp(min(87., -depthScale * (shadowPixelDepth - shadowMapSample))) - darkness, 0., 1.);
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+ float esm = clamp(exp(min(87., -depthScale * (shadowPixelDepth - shadowMapSample))), darkness, 1.);
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// Apply fade out at frustum edge
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// Apply fade out at frustum edge
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// const float fadeDistance = 0.07;
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// const float fadeDistance = 0.07;
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@@ -231,4 +231,4 @@
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return esm;
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return esm;
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}
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}
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-#endif
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+#endif
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