feat: shadows in fast pipeline & improve lights mix
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@@ -12,15 +12,16 @@ float calc_shadow() {
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shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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shadow += texture(u_shadows, projCoords.xyz + vec3(
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x * (1.0 / u_shadowsRes),
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y * (1.0 / u_shadowsRes), 0.0
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));
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}
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const vec3 offsets[4] = vec3[4](
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vec3(0.5, 0.5, 0.0),
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vec3(-0.5, 0.5, 0.0),
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vec3(0.5, -0.5, 0.0),
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vec3(-0.5, -0.5, 0.0)
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);
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for (int i = 0; i < 4; i++) {
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shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
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}
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shadow /= 9;
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shadow /= 4;
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shadow = shadow * 0.5 + 0.5;
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} else {
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shadow = 0.5;
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