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[vulkan] Remove hard-coded shadow bias
It didn't really work all that well and isn't necessary with the front-face culling. One less op per pixel.
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2 changed files with 2 additions and 2 deletions
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@ -19,7 +19,7 @@ shadow (uint map_id, uint layer, uint mat_id, vec3 pos, vec3 lpos)
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: dir.z <= -adir.z ? 3
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: dir.z >= adir.z ? 2 : 0;
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vec4 p = shadow_mats[mat_id + ind] * vec4 (pos, 1);
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p = p / (p.w - 0.5); //FIXME hard-coded bias
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p = p / p.w;
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float depth = p.z;
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// convert from the quake frame to the cubemap frame
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dir = dir.yzx * vec3 (-1, 1, 1);
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@ -10,7 +10,7 @@ float
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shadow (uint map_id, uint layer, uint mat_id, vec3 pos, vec3 lpos)
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{
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vec4 p = shadow_mats[mat_id] * vec4 (pos, 1);
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p = p / (p.w - 0.5); //FIXME hard-coded bias
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p = p / p.w;
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float depth = p.z;
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vec2 uv = (p.xy + vec2(1)) / 2;
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return texture (shadow_map[map_id], vec4 (uv, layer, depth));
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