Broken shadow map.
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+3
-3
@@ -15,9 +15,9 @@ Renderer::Renderer()
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#endif
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#endif
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m_ShadowMapRes = 2048;
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m_ShadowMapRes = 2048;
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m_SunPosition = glm::vec3(0, 1.5f, 10);
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m_SunPosition = glm::vec3(0, 3.5f, 10);
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m_SunTarget = glm::vec3(0, 0, 0);
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m_SunTarget = glm::vec3(0, 0, 0);
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m_SunProjection = glm::ortho<float>(-200, 200, -100, 400, -800, 600);
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m_SunProjection = glm::ortho<float>(-100, 100, -100, 100, -100, 100);
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Lights = 0;
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Lights = 0;
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}
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}
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@@ -171,7 +171,7 @@ void Renderer::Draw(double dt)
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}
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}
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}
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}
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//DrawDebugShadowMap();
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DrawDebugShadowMap();
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#endif
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#endif
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ClearStuff();
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ClearStuff();
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@@ -51,7 +51,7 @@ void main() {
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//bias = clamp(bias, 0.0, 0.01);
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//bias = clamp(bias, 0.0, 0.01);
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float visibility = 1.0;
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float visibility = 1.0;
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if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
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if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
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float bias = 0.0005;
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float bias = 0.00005;
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
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if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
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visibility = 0.3;
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visibility = 0.3;
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