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Eclipse-Shader/shaders/lib/lpv_common.glsl
T

20 lines
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GLSL

// How far light propagates (block, sky)
const vec2 LpvBlockSkyRange = vec2(15.0, 24.0);
#if defined IS_LPV_ENABLED || defined SHADER_GRASS
const uint LpvSize = uint(exp2(LPV_SIZE));
const uvec3 LpvSize3 = uvec3(LpvSize);
#else
const uint LpvSize = uint(5);
const uvec3 LpvSize3 = uvec3(LpvSize);
#endif
vec3 GetLpvPosition(const in vec3 playerPos) {
#if !defined IS_LPV_ENABLED && !defined SHADER_GRASS
vec3 cameraOffset = fract(cameraPosition-relativeEyePosition);
#else
vec3 cameraOffset = fract(cameraPosition);
#endif
return playerPos + cameraOffset + LpvSize3/2u;
}