res
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@@ -207,7 +207,7 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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float ds = qgl_light_parameter[index].size * dz / (ldist - dz);
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float ds = qgl_light_parameter[index].size * dz / (ldist - dz);
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//float ds = (ldist / 2.) / qgl_light_parameter[index].size;
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//float ds = (ldist / 2.) / qgl_light_parameter[index].size;
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float srate = abs(ds / pos.z) * 10. * soft_shadows_quality;
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float srate = abs(ds / pos.z) * 10. * soft_shadows_quality;
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qgl_FragColor.rgb = vec3(srate);
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//qgl_FragColor.rgb = vec3(srate);
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int samples = clamp(int(round(srate * float(soft_shadows_samples))), 1, soft_shadows_samples);
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int samples = clamp(int(round(srate * float(soft_shadows_samples))), 1, soft_shadows_samples);
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vds = ds * bn.xyz;
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vds = ds * bn.xyz;
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@@ -310,7 +310,7 @@ void main(void) {
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float shlick = clamp(metalness + (1. - metalness) * pow(1. - NdotV, 5.), 0., 1.);
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float shlick = clamp(metalness + (1. - metalness) * pow(1. - NdotV, 5.), 0., 1.);
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flags = uint(round(v2.w));
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flags = uint(round(v2.w));
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qgl_FragColor.rgba = vec4(0);
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//qgl_FragColor.rgba = vec4(0);
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li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
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li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
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si = vec3(0.);
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si = vec3(0.);
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