feat: recompiling shaders
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@@ -11,10 +11,7 @@ uniform float u_shadowsOpacity;
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uniform float u_shadowsSoftness;
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float calc_shadow() {
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if (!u_enableShadows) {
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return 1.0;
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}
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#ifdef ENABLE_SHADOWS
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float step = 1.0 / float(u_shadowsRes);
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float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity;
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vec3 normalOffset = a_realnormal * (a_distance > 64.0 ? 0.2 : 0.04);
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@@ -39,6 +36,9 @@ float calc_shadow() {
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shadow = 0.5;
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}
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return 0.5 * (1.0 + s * shadow);
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#else
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return 1.0;
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#endif
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}
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#endif // SHADOWS_GLSL_
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