REVIEWED: Shaders formating to follow raylib code conventions
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1 changed files with 806 additions and 806 deletions
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@ -52,7 +52,7 @@ void main()
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vec2 sampleCoords = fragPosLightSpace.xy;
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float curDepth = fragPosLightSpace.z;
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// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
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// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene
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// The solution is adding a small bias to the depth
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// In this case, the bias is proportional to the slope of the surface, relative to the light
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float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008);
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@ -61,8 +61,8 @@ void main()
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// PCF (percentage-closer filtering) algorithm:
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// Instead of testing if just one point is closer to the current point,
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// we test the surrounding points as well.
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// This blurs shadow edges, hiding aliasing artifacts.
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// we test the surrounding points as well
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// This blurs shadow edges, hiding aliasing artifacts
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vec2 texelSize = vec2(1.0/float(shadowMapResolution));
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for (int x = -1; x <= 1; x++)
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{
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