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