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Switched off noise and switched back to screen space dither
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1 changed files with 7 additions and 1 deletions
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@ -11,6 +11,9 @@
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<@if not SHADOW_SLH@>
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<@def SHADOW_SLH@>
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#define SHADOW_NOISE_ENABLED 0
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#define SHADOW_SCREEN_SPACE_DITHER 1
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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@ -65,17 +68,20 @@ float evalShadowNoise(vec4 seed) {
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float evalShadowAttenuationPCF(vec4 position, vec4 shadowTexcoord) {
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float shadowScale = getShadowScale();
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#if 0
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#if SHADOW_SCREEN_SPACE_DITHER
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// Pattern dithering in screen space
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ivec2 coords = ivec2(gl_FragCoord.xy);
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#else
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// Pattern dithering in world space (mm resolution)
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ivec2 coords = ivec2(position.x, position.y+position.z);
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#endif
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#if SHADOW_NOISE_ENABLED
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// Add some noise to break dithering
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int index = int(4.0*evalShadowNoise(gl_FragCoord.xyyx))%4;
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coords.x += index & 1;
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coords.y += (index & 2) >> 1;
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#endif
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// Offset for efficient PCF, see http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
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ivec2 offset = coords & ivec2(1,1);
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