Reenable bluring
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@ -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(80. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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FragColor = vec4(exp(1. * (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(80. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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FragColor = vec4(exp(1. * (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(80. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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FragColor = vec4(exp(1. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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}
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@ -56,7 +56,7 @@ 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(-80. * d) * z, 4.), 1.);
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return min(pow(exp(-1. * d) * z, 240.), 1.);
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}
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void main() {
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@ -1020,7 +1020,7 @@ void IrrDriver::renderShadows()
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}
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}
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// m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO());
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m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO());
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]);
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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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}
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