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@@ -20,8 +20,12 @@ varying vec4 vColor;
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uniform vec4 vLightData0;
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uniform vec4 vLightDiffuse0;
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#ifdef SHADOW0
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+#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
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varying vec4 vPositionFromLight0;
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uniform sampler2D shadowSampler0;
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+#else
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+uniform samplerCube shadowSampler0;
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+#endif
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uniform vec3 shadowsInfo0;
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#endif
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#ifdef SPOTLIGHT0
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@@ -36,8 +40,12 @@ uniform vec3 vLightGround0;
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uniform vec4 vLightData1;
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uniform vec4 vLightDiffuse1;
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#ifdef SHADOW1
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+#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
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varying vec4 vPositionFromLight1;
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uniform sampler2D shadowSampler1;
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+#else
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+uniform samplerCube shadowSampler1;
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+#endif
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uniform vec3 shadowsInfo1;
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#endif
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#ifdef SPOTLIGHT1
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@@ -52,8 +60,12 @@ uniform vec3 vLightGround1;
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uniform vec4 vLightData2;
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uniform vec4 vLightDiffuse2;
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#ifdef SHADOW2
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+#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
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varying vec4 vPositionFromLight2;
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uniform sampler2D shadowSampler2;
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+#else
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+uniform samplerCube shadowSampler2;
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+#endif
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uniform vec3 shadowsInfo2;
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#endif
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#ifdef SPOTLIGHT2
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@@ -68,8 +80,12 @@ uniform vec3 vLightGround2;
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uniform vec4 vLightData3;
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uniform vec4 vLightDiffuse3;
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#ifdef SHADOW3
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+#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
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varying vec4 vPositionFromLight3;
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uniform sampler2D shadowSampler3;
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+#else
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+uniform samplerCube shadowSampler3;
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+#endif
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uniform vec3 shadowsInfo3;
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#endif
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#ifdef SPOTLIGHT3
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@@ -96,11 +112,55 @@ float unpack(vec4 color)
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return dot(color, bit_shift);
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}
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-float unpackHalf(vec2 color)
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+#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)
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+float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
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{
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- return color.x + (color.y / 255.0);
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+ vec3 directionToLight = vPositionW - lightPosition;
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+ float depth = length(directionToLight);
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+
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+ depth = clamp(depth, 0., 1.);
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+
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+ directionToLight.y = 1.0 - directionToLight.y;
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+
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+ float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;
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+
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+ if (depth > shadow)
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+ {
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+ return darkness;
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+ }
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+ return 1.0;
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+}
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+
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+float computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness)
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+{
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+ vec3 directionToLight = vPositionW - lightPosition;
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+ float depth = length(directionToLight);
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+
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+ depth = clamp(depth, 0., 1.);
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+
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+ directionToLight.y = 1.0 - directionToLight.y;
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+
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+ float visibility = 1.;
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+
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+ vec3 poissonDisk[4];
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+ poissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);
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+ poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);
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+ poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);
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+ poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);
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+
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+ // Poisson Sampling
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+ float biasedDepth = depth - bias;
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+
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;
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+
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+ return min(1.0, visibility + darkness);
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}
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+#endif
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+#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
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float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
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{
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vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
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@@ -152,6 +212,11 @@ float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, flo
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}
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// Thanks to http://devmaster.net/
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+float unpackHalf(vec2 color)
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+{
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+ return color.x + (color.y / 255.0);
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+}
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+
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float linstep(float low, float high, float v) {
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return clamp((v - low) / (high - low), 0.0, 1.0);
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}
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@@ -183,6 +248,8 @@ float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, flo
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return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
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}
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#endif
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+#endif
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+
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#ifdef CLIPPLANE
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varying float fClipDistance;
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@@ -342,7 +409,7 @@ void main(void) {
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#ifdef HEMILIGHT0
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lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);
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#endif
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-#ifdef POINTDIRLIGHT0
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+#if defined(POINTLIGHT0) || defined(DIRLIGHT0)
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lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);
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#endif
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#ifdef SHADOW0
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@@ -350,9 +417,17 @@ void main(void) {
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shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
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#else
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#ifdef SHADOWPCF0
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+ #if defined(POINTLIGHT0)
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+ shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
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+ #else
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shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
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+ #endif
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#else
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+ #if defined(POINTLIGHT0)
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+ shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
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+ #else
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shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
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+ #endif
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#endif
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#endif
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#else
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@@ -362,14 +437,13 @@ void main(void) {
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#endif
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#ifdef LIGHT1
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-
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#ifdef SPOTLIGHT1
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info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);
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#endif
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#ifdef HEMILIGHT1
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- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1);
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+ info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);
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#endif
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-#ifdef POINTDIRLIGHT1
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+#if defined(POINTLIGHT1) || defined(DIRLIGHT1)
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info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);
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#endif
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#ifdef SHADOW1
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@@ -377,16 +451,23 @@ void main(void) {
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shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
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#else
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#ifdef SHADOWPCF1
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+#if defined(POINTLIGHT1)
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+ shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
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+#else
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shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
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+#endif
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#else
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+ #if defined(POINTLIGHT1)
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+ shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
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+ #else
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shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
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+ #endif
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#endif
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#endif
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#else
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shadow = 1.;
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#endif
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diffuseBase += info.diffuse * shadow;
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-
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#endif
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#ifdef LIGHT2
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@@ -396,7 +477,7 @@ void main(void) {
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#ifdef HEMILIGHT2
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info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);
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#endif
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-#ifdef POINTDIRLIGHT2
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+#if defined(POINTLIGHT2) || defined(DIRLIGHT2)
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info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);
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#endif
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#ifdef SHADOW2
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@@ -404,37 +485,51 @@ void main(void) {
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shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
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#else
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#ifdef SHADOWPCF2
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+#if defined(POINTLIGHT2)
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+ shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
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+#else
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shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
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+#endif
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#else
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+ #if defined(POINTLIGHT2)
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+ shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
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+ #else
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shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
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+ #endif
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#endif
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#endif
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#else
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shadow = 1.;
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#endif
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diffuseBase += info.diffuse * shadow;
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-
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#endif
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#ifdef LIGHT3
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-
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#ifdef SPOTLIGHT3
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info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);
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#endif
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#ifdef HEMILIGHT3
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info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
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#endif
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-#ifdef POINTDIRLIGHT3
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+#if defined(POINTLIGHT3) || defined(DIRLIGHT3)
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info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
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#endif
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#ifdef SHADOW3
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#ifdef SHADOWVSM3
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- shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
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+ shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
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#else
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#ifdef SHADOWPCF3
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+#if defined(POINTLIGHT3)
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+ shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
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+#else
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shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
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+#endif
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#else
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+ #if defined(POINTLIGHT3)
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+ shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
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+ #else
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shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
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+ #endif
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#endif
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#endif
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#else
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