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@@ -309,9 +309,9 @@ float ComputeShadowMap(inout vec3 directLightColor, vec3 playerPos, float maxDis
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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mat4 Custom_ViewMatrix = BuildShadowViewMatrix();
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projectedShadowPosition = mat3(Custom_ViewMatrix) * playerPos + Custom_ViewMatrix[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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//mat4 Custom_ViewMatrix = BuildShadowViewMatrix();
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//projectedShadowPosition = mat3(Custom_ViewMatrix) * playerPos + Custom_ViewMatrix[3].xyz;
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//projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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// un-distort
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#ifdef DISTORT_SHADOWMAP
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@@ -459,9 +459,9 @@ void main() {
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vec3 projectedShadowPosition = mat3(shadowModelView) * feetPlayerPos + shadowModelView[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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mat4 Custom_ViewMatrix = BuildShadowViewMatrix();
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projectedShadowPosition = mat3(Custom_ViewMatrix) * feetPlayerPos + Custom_ViewMatrix[3].xyz;
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projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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// mat4 Custom_ViewMatrix = BuildShadowViewMatrix();
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// projectedShadowPosition = mat3(Custom_ViewMatrix) * feetPlayerPos + Custom_ViewMatrix[3].xyz;
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// projectedShadowPosition = diagonal3(shadowProjection) * projectedShadowPosition + shadowProjection[3].xyz;
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//apply distortion
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#ifdef DISTORT_SHADOWMAP
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