Shadow: tweak bias to remove acnee
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@@ -53,7 +53,7 @@ float getShadowFactor(vec3 pos, float bias, int index)
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float sum = 0.;
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for (int i = 0; i < 4; i++)
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{
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sum += texture(shadowtex, vec4(shadowtexcoord + shadowoffset[i] / 2048., float(index), 0.5 * (shadowcoord.z - bias * 0.01) + 0.5));
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sum += texture(shadowtex, vec4(shadowtexcoord + shadowoffset[i] / 2048., float(index), 0.5 * shadowcoord.z + 0.5 + bias));
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}
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return sum / 4.;
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}
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@@ -88,8 +88,8 @@ void main() {
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// }
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// Shadows
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float bias = 0.002 * tan(acos(NdotL)); // According to the slope
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bias = clamp(bias, 0.001, 0.014);
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float bias = 0.005 * tan(acos(NdotL)); // According to the slope
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bias = clamp(bias, 0., 0.01);
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float factor;
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if (xpos.z < 5.)
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factor = getShadowFactor(xpos.xyz, bias, 0);
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@@ -37,7 +37,7 @@ vec3 getShadowFactor(vec3 pos, float bias)
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vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
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if (shadowtexcoord.x < 0. || shadowtexcoord.x > 1. || shadowtexcoord.y < 0. || shadowtexcoord.y > 1.)
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continue;
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return cascadeColor[i] * texture(shadowtex, vec4(shadowtexcoord, float(i), 0.5 * (shadowcoord.z + bias * 0.001) + 0.5));
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return cascadeColor[i] * texture(shadowtex, vec4(shadowtexcoord, float(i), 0.5 * shadowcoord.z + 0.5 + bias));
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}
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return vec3(1.);
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}
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@@ -61,8 +61,8 @@ void main() {
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vec3 outcol = NdotL * col;
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// Shadows
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float bias = 0.002 * tan(acos(NdotL)); // According to the slope
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bias = clamp(bias, 0.001, 0.014);
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float bias = 0.005 * tan(acos(NdotL)); // According to the slope
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bias = clamp(bias, 0., 0.01);
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vec3 factor = getShadowFactor(xpos.xyz, bias);
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Diff = vec4(factor * NdotL * col, 1.);
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Spec = vec4(factor * Specular, 1.);
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