feat: deferred shading (day 2)
This commit is contained in:
@@ -18,9 +18,7 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/constants.hpp>
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#ifndef M_PI
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#define M_PI 3.141592
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#endif // M_PI
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using namespace advanced_pipeline;
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const int STARS_COUNT = 3000;
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const int STARS_SEED = 632;
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@@ -47,14 +45,6 @@ Skybox::Skybox(uint size, Shader& shader)
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mesh = std::make_unique<Mesh<SkyboxVertex>>(vertices, 6);
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sprites.push_back(SkySprite {
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"misc/moon_flare",
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glm::pi<float>() * 0.5f,
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0.5f,
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false,
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glm::pi<float>() * 0.25f,
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});
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sprites.push_back(SkySprite {
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"misc/moon",
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glm::pi<float>() * 0.5f,
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@@ -62,6 +52,14 @@ Skybox::Skybox(uint size, Shader& shader)
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false,
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glm::pi<float>() * 0.25f,
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});
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sprites.push_back(SkySprite {
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"misc/moon_flare",
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glm::pi<float>() * 0.5f,
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0.5f,
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false,
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glm::pi<float>() * 0.25f,
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});
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sprites.push_back(SkySprite {
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"misc/sun",
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@@ -118,6 +116,8 @@ void Skybox::draw(
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{
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const glm::uvec2& viewport = pctx.getViewport();
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glActiveTexture(GL_TEXTURE0);
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drawBackground(camera, assets, viewport.x, viewport.y);
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DrawContext ctx = pctx.sub();
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@@ -130,22 +130,23 @@ void Skybox::draw(
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batch3d->begin();
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float angle = daytime * glm::pi<float>() * 2.0f;
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float opacity = glm::pow(1.0f-fog, 7.0f);
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float opacity = glm::pow(1.0f - fog, 7.0f);
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float depthScale = 1e3;
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for (auto& sprite : sprites) {
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batch3d->texture(assets.get<Texture>(sprite.texture));
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float sangle = daytime * glm::pi<float>() * 2.0 + sprite.phase;
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float distance = sprite.distance;
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float distance = sprite.distance * depthScale;
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glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), -sangle + glm::pi<float>() * 0.5f, glm::vec3(0, 0, -1));
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rotation = glm::rotate(rotation, sprite.altitude, glm::vec3(1, 0, 0));
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glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation;
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glm::vec3 up = glm::vec4(1, 0, 0, 1) * rotation;
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glm::vec3 right = glm::vec4(0, 0, 1, 1) * rotation;
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glm::vec3 up = glm::vec4(depthScale, 0, 0, 1) * rotation;
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glm::vec3 right = glm::vec4(0, 0, depthScale, 1) * rotation;
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glm::vec4 tint (1,1,1, opacity);
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if (!sprite.emissive) {
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tint *= 0.6f+std::cos(angle)*0.4;
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tint *= 0.6f + std::cos(angle)*0.4;
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}
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batch3d->sprite(pos, right,
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up, 1, 1, UVRegion(), tint);
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@@ -167,10 +168,10 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality)
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assert(cubemap != nullptr);
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ready = true;
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
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cubemap->bind();
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shader.use();
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t *= glm::pi<float>()*2.0f;
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t *= glm::two_pi<float>();
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lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f));
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shader.uniform1i("u_quality", quality);
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@@ -237,13 +238,13 @@ void Skybox::refreshFace(uint face, Cubemap* cubemap) {
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}
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void Skybox::bind() const {
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
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fbo->getTexture()->bind();
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glActiveTexture(GL_TEXTURE0);
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}
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void Skybox::unbind() const {
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
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fbo->getTexture()->unbind();
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glActiveTexture(GL_TEXTURE0);
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}
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@@ -54,8 +54,11 @@
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#include "Emitter.hpp"
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#include "TextNote.hpp"
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using namespace advanced_pipeline;
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inline constexpr size_t BATCH3D_CAPACITY = 4096;
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inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
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inline constexpr GLenum TEXTURE_MAIN = GL_TEXTURE0;
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bool WorldRenderer::showChunkBorders = false;
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bool WorldRenderer::showEntitiesDebug = false;
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@@ -141,15 +144,15 @@ void WorldRenderer::setupWorldShader(
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shader.uniform1f("u_shadowsOpacity", 1.0f - cloudsIntensity); // TODO: make it configurable
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shader.uniform1f("u_shadowsSoftness", 1.0f + cloudsIntensity * 4); // TODO: make it configurable
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glActiveTexture(GL_TEXTURE4);
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shader.uniform1i("u_shadows[0]", 4);
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glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS0);
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shader.uniform1i("u_shadows[0]", TARGET_SHADOWS0);
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glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
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glActiveTexture(GL_TEXTURE5);
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shader.uniform1i("u_shadows[1]", 5);
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glActiveTexture(GL_TEXTURE0 + TARGET_SHADOWS1);
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shader.uniform1i("u_shadows[1]", TARGET_SHADOWS1);
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glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(TEXTURE_MAIN);
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}
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auto indices = level.content.getIndices();
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@@ -438,9 +441,11 @@ void WorldRenderer::draw(
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auto& mainShader = assets.require<Shader>("main");
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auto& entityShader = assets.require<Shader>("entity");
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auto& deferredShader = assets.require<PostEffect>("deferred_lighting").getShader();
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const auto& settings = engine.getSettings();
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gbufferPipeline = settings.graphics.advancedRender.get();
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int shadowsQuality = settings.graphics.shadowsQuality.get();
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int shadowsQuality = settings.graphics.shadowsQuality.get() * gbufferPipeline;
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int resolution = 512 << shadowsQuality;
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if (shadowsQuality > 0 && !shadows) {
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shadowMap = std::make_unique<ShadowMap>(resolution);
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@@ -449,6 +454,7 @@ void WorldRenderer::draw(
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Shader::preprocessor->define("ENABLE_SHADOWS", "true");
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mainShader.recompile();
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entityShader.recompile();
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deferredShader.recompile();
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} else if (shadowsQuality == 0 && shadows) {
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shadowMap.reset();
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wideShadowMap.reset();
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@@ -456,6 +462,7 @@ void WorldRenderer::draw(
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Shader::preprocessor->undefine("ENABLE_SHADOWS");
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mainShader.recompile();
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entityShader.recompile();
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deferredShader.recompile();
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}
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if (shadows && shadowMap->getResolution() != resolution) {
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shadowMap = std::make_unique<ShadowMap>(resolution);
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@@ -489,9 +496,6 @@ void WorldRenderer::draw(
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display::clearDepth();
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// Drawing background sky plane
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skybox->draw(pctx, camera, assets, worldInfo.daytime, clouds);
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/* Actually world render with depth buffer on */ {
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DrawContext ctx = wctx.sub();
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ctx.setDepthTest(true);
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@@ -506,19 +510,32 @@ void WorldRenderer::draw(
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}
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}
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}
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{
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DrawContext ctx = wctx.sub();
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texts->render(ctx, camera, settings, hudVisible, true);
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}
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texts->render(pctx, camera, settings, hudVisible, true);
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}
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skybox->bind();
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deferredShader.use();
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float fogFactor =
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15.0f / static_cast<float>(settings.chunks.loadDistance.get() - 2);
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setupWorldShader(deferredShader, camera, settings, fogFactor);
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postProcessing.render(
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pctx,
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assets,
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timer,
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camera,
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shadows ? shadowMap->getDepthMap() : 0
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shadows ? shadowMap->getDepthMap() : 0,
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shadows ? wideShadowMap->getDepthMap() : 0,
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shadowCamera.getProjView(),
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wideShadowCamera.getProjView(),
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shadows ? shadowMap->getResolution() : 0
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);
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{
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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postProcessing.bindDepthBuffer();
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// Drawing background sky plane
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skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
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}
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skybox->unbind();
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if (player.currentCamera == player.fpCamera) {
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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