Tweak shadow blur
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dd0c98fd16
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c594295288
@ -17,5 +17,5 @@ void main(void)
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vec4 col = texture(tex, uv);
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#endif
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if (col.a < 0.5) discard;
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FragColor = vec4(exp(8. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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FragColor = vec4(exp(32. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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}
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@ -2,5 +2,5 @@ out vec4 FragColor;
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void main()
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{
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FragColor = vec4(exp(8. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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FragColor = vec4(exp(32. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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}
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@ -12,5 +12,5 @@ void main(void)
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{
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vec4 col = texture(tex, uv);
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if (col.a < 0.5) discard;
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FragColor = vec4(exp(8. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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FragColor = vec4(exp(32. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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}
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@ -34,7 +34,7 @@ float getShadowFactor(vec3 pos, float bias, int index)
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float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x;
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float d = shadowcoord.z;
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return min(pow(exp(-8. * d) * z, 32.), 1.);
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return min(pow(exp(-32. * d) * z, 8.), 1.);
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}
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void main() {
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@ -1034,8 +1034,8 @@ void IrrDriver::renderShadows()
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for (unsigned i = 0; i < 2; i++)
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{
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m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO(), i,
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1.5f * m_shadow_scales[0].first / m_shadow_scales[i].first,
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1.5f * m_shadow_scales[0].second / m_shadow_scales[i].second);
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2.f * m_shadow_scales[0].first / m_shadow_scales[i].first,
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2.f * m_shadow_scales[0].second / m_shadow_scales[i].second);
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}
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}
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]);
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