Tweak shadows CSM split.
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@ -100,20 +100,26 @@ void main() {
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}
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}
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else if (xpos.z < 20.)
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else if (xpos.z < 20.)
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factor = getShadowFactor(xpos.xyz, bias, 1);
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factor = getShadowFactor(xpos.xyz, bias, 1);
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else if (xpos.z < 30.)
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else if (xpos.z < 21.)
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{
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{
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float a = getShadowFactor(xpos.xyz, bias, 1), b = getShadowFactor(xpos.xyz, bias, 2);
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float a = getShadowFactor(xpos.xyz, bias, 1), b = getShadowFactor(xpos.xyz, bias, 2);
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factor = mix(a, b, (xpos.z - 20.) / 10.);
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factor = mix(a, b, (xpos.z - 20.));
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}
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}
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else if (xpos.z < 50.)
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else if (xpos.z < 50.)
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factor = getShadowFactor(xpos.xyz, bias, 2);
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factor = getShadowFactor(xpos.xyz, bias, 2);
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else if (xpos.z < 70.)
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else if (xpos.z < 55.)
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{
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{
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float a = getShadowFactor(xpos.xyz, bias, 2), b = getShadowFactor(xpos.xyz, bias, 3);
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float a = getShadowFactor(xpos.xyz, bias, 2), b = getShadowFactor(xpos.xyz, bias, 3);
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factor = mix(a, b, (xpos.z - 50.) / 20.);
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factor = mix(a, b, (xpos.z - 50.) / 5.);
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}
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else if (xpos.z < 145.)
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factor = getShadowFactor(xpos.xyz, bias, 3);
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else if (xpos.z < 150.)
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{
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factor = mix(getShadowFactor(xpos.xyz, bias, 3), 1., (xpos.z - 145.) / 5.);
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}
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}
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else
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else
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factor = getShadowFactor(xpos.xyz, bias, 3);
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factor = 1.;
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Diff = vec4(factor * NdotL * col, 1.);
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Diff = vec4(factor * NdotL * col, 1.);
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Spec = vec4(factor * Specular, 1.);
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Spec = vec4(factor * Specular, 1.);
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return;
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return;
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@ -559,9 +559,9 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode,
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float FarValues[] =
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float FarValues[] =
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{
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{
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6.,
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6.,
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30.,
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21.,
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70.,
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55.,
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oldfar,
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150.,
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};
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};
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float NearValues[] =
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float NearValues[] =
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{
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{
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