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@@ -1,4 +1,4 @@
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-#ifdef LIGHT{X}
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+#ifdef LIGHT{X}
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#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
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//No light calculation
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#else
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@@ -126,31 +126,9 @@
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#ifdef SHADOW{X}
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#ifdef SHADOWCSM{X}
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- #ifdef SHADOWCSMDEBUG{X}
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- const vec3 vCascadeColorsMultiplier{X}[8] = vec3[8]
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- (
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- vec3 ( 1.5, 0.0, 0.0 ),
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- vec3 ( 0.0, 1.5, 0.0 ),
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- vec3 ( 0.0, 0.0, 5.5 ),
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- vec3 ( 1.5, 0.0, 5.5 ),
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- vec3 ( 1.5, 1.5, 0.0 ),
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- vec3 ( 1.0, 1.0, 1.0 ),
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- vec3 ( 0.0, 1.0, 5.5 ),
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- vec3 ( 0.5, 3.5, 0.75 )
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- );
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- vec3 shadowDebug{X};
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- #endif
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-
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- int index{X} = -1;
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-
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- float diff{X} = 0.;
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- float frustrumLength{X} = 0.;
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- float previousFrustrumMax{X} = 0.;
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- for (int i = 0; i < SHADOWCSMNUM_CASCADES{X}; i++) {
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+ for (int i = 0; i < SHADOWCSMNUM_CASCADES{X}; i++)
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+ {
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diff{X} = viewFrustumZ{X}[i] - vPositionFromCamera{X}.z;
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- frustrumLength{X} = viewFrustumZ{X}[i] - previousFrustrumMax{X};
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- previousFrustrumMax{X} = viewFrustumZ{X}[i];
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-
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if (diff{X} >= 0.) {
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index{X} = i;
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break;
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