The shadows are working
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@@ -2,6 +2,7 @@
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#define MAX_SPLITS 4
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#define MIN_AMBIENT_LIGHT 0.3
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#define SHADOW_STRENGTH 0.3 //Should be ambient
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uniform mat4 M;
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uniform mat4 V;
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@@ -235,7 +236,7 @@ float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler
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//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
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shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
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return 1.0 - shadowMapDepth;
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return shadowMapDepth;
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}
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int getShadowIndex(float far_distance[1])
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@@ -342,8 +343,8 @@ void main()
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
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}
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totalLighting.Diffuse *= (1.5 + vec4(AmbientColor.rgba)) - vec4(vec3(shadowFactor), 0.0);
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totalLighting.Specular *= (1.5 + vec4(AmbientColor.rgba)) - vec4(vec3(shadowFactor), 0.0);
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totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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//LightResult getInformation;
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@@ -25,14 +25,6 @@ out VertexData{
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vec4 PositionLightSpace[MAX_SPLITS];
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}Output;
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// N
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mat4 biasMatrix = mat4(
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vec4(0.5, 0.0, 0.0, 0.0),
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vec4(0.0, 0.5, 0.0, 0.0),
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vec4(0.0, 0.0, 0.5, 0.0),
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vec4(0.5, 0.5, 0.5, 1.0)
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);
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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