Forget to update grass pass 2 sun location
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@ -8,8 +8,6 @@ uniform sampler2D dtex;
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uniform sampler2D SpecMap;
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#endif
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uniform vec3 SunDir;
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in vec3 nor;
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in vec2 uv;
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out vec4 FragColor;
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@ -35,10 +33,11 @@ void main(void)
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vec3 eyedir = normalize(xpos.xyz);
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// Inspired from http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.html
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float fEdotL = clamp(dot(SunDir, eyedir), 0., 1.);
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vec3 L = normalize((transpose(InverseViewMatrix) * vec4(sun_direction, 0.)).xyz);
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float fEdotL = clamp(dot(L, eyedir), 0., 1.);
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float fPowEdotL = pow(fEdotL, 4.);
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float fLdotNBack = max(0., - dot(nor, SunDir) * 0.6 + 0.4);
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float fLdotNBack = max(0., - dot(nor, L) * 0.6 + 0.4);
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float scattering = mix(fPowEdotL, fLdotNBack, .5);
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float specmap = texture(SpecMap, uv).g;
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@ -6,8 +6,6 @@ uniform sampler2D SpecMap;
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uniform sampler2D dtex;
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#endif
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uniform vec3 SunDir;
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
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@ -41,10 +39,11 @@ void main(void)
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vec3 eyedir = normalize(xpos.xyz);
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// Inspired from http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.html
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float fEdotL = clamp(dot(SunDir, eyedir), 0., 1.);
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vec3 L = normalize((transpose(InverseViewMatrix) * vec4(sun_direction, 0.)).xyz);
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float fEdotL = clamp(dot(L, eyedir), 0., 1.);
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float fPowEdotL = pow(fEdotL, 4.);
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float fLdotNBack = max(0., - dot(nor, SunDir) * 0.6 + 0.4);
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float fLdotNBack = max(0., - dot(nor, L) * 0.6 + 0.4);
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float scattering = mix(fPowEdotL, fLdotNBack, .5);
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