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@@ -226,7 +226,7 @@
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vec3 uvDepth = vec3(0.5 * clipSpace.xyz + vec3(0.5));
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float shadow = texture2D(shadowSampler, uvDepth);
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- shadow = shadow * (1. - darkness) + darkness;
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+ shadow = mix(darkness, 1., shadow);
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return computeFallOff(shadow, clipSpace.xy, frustumEdgeFalloff);
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}
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@@ -264,7 +264,7 @@
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shadow += uvw1.x * uvw1.y * texture2D(shadowSampler, vec3(base_uv.xy + vec2(u[1], v[1]), uvDepth.z));
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shadow = shadow / 16.;
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- shadow = shadow * (1. - darkness) + darkness;
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+ shadow = mix(darkness, 1., shadow);
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return computeFallOff(shadow, clipSpace.xy, frustumEdgeFalloff);
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}
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@@ -307,7 +307,7 @@
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shadow += uvw2.x * uvw2.y * texture2D(shadowSampler, vec3(base_uv.xy + vec2(u[2], v[2]), uvDepth.z));
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shadow = shadow / 144.;
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- shadow = shadow * (1. - darkness) + darkness;
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+ shadow = mix(darkness, 1., shadow);
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return computeFallOff(shadow, clipSpace.xy, frustumEdgeFalloff);
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}
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@@ -500,7 +500,7 @@
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shadow = mix(shadow, 1., depthMetric - avgBlockerDepth);
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// Apply darkness
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- shadow = shadow * (1. - darkness) + darkness;
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+ shadow = mix(darkness, 1., shadow);
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// Apply light frustrum fallof
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return computeFallOff(shadow, clipSpace.xy, frustumEdgeFalloff);
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