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14 changed files with 102 additions and 117 deletions
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@ -4,7 +4,6 @@ precision lowp float;
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#define INFINITY 1000.0
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#define INTENSITY_INSIDE_RATIO 0.5
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#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
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#define SHADOW_HARDNESS 150.0
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#define HARD_SHADOW_TRACE_COUNT {hardShadowTraceCount}
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#define SOFT_SHADOW_TRACE_COUNT {softShadowTraceCount}
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@ -19,6 +18,8 @@ uniform sampler2D distanceTexture;
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in vec2 position;
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in vec2 uvCoordinates;
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uniform vec3 ambientLight;
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vec3[3] colors = vec3[](
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{palette}
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);
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@ -127,7 +128,7 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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out vec4 fragmentColor;
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void main() {
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vec3 lighting = AMBIENT_LIGHT;
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vec3 lighting = ambientLight;
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vec3 colorAtPosition;
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float startingDistance = getDistance(uvCoordinates, colorAtPosition);
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