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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-01 04:39:07 +01:00

Require OpenGL 4.6 core context and regenerate glad

This commit is contained in:
2026-10-15 01:39:32 +02:00
parent 61bfc6eb1a
commit 9e64244ebd
14 changed files with 1787 additions and 3998 deletions

View File

@@ -44,7 +44,6 @@ float calc_shadow()
for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
if (distance <= cascade_end[cascade])
break;
float dist_casc = distance / cascade_end[cascade];
// Normal offset: sample the shadow map from a point pushed along the surface normal
// by a fraction of the cascade's texel footprint. A constant depth bias can't keep up
// with large texels (far cascades, small shadow maps) on surfaces at a grazing angle
@@ -65,18 +64,7 @@ float calc_shadow()
float bias = 0.00005f * float(cascade + 1U);
vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
//float radius = 1.0; f_light_pos[cascade].w; //0.5 + 2.0 * max(abs(2.0 * coords.x - 1.0), abs(2.0 * coords.y - 1.0));
float radius = 1.0;
float minradius = 0.0;
if (cascade == 0U)
minradius = 1.0;
if (cascade < MAX_CASCADES - 1U)
radius = mix(minradius, f_light_pos[cascade+1U].w/f_light_pos[cascade].w, dist_casc);
else
radius = 0.5;
#if defined(GL_ARB_gpu_shader5) || defined(GL_EXT_gpu_shader5) || __VERSION__ >= 400
// Fast path: 4 textureGather() calls cover a 4x4 texel block. Raw gathered
// comparisons must be weighted by the sub-texel position (bilinear weights),
// otherwise the result is constant across each shadow map texel and shadow
@@ -99,18 +87,6 @@ float calc_shadow()
+ dot(g01, vec4((1.0 - f.x) * f.y, f.y, 1.0, 1.0 - f.x))
+ dot(g11, vec4(f.y, f.x * f.y, f.x, 1.0));
return shadow / 9.0;
#else
// Fallback for drivers without textureGather on shadow samplers
// (notably GLES 3.0 and any 3.3 desktop driver that doesn't expose
// GL_ARB_texture_gather). Identical to the previous implementation.
float shadow = 0.0;
for (float y = -1.5; y <= 1.5; y += 1.0)
for (float x = -1.5; x <= 1.5; x += 1.0)
shadow += texture(shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
shadow /= 16.0;
return shadow;
#endif
#else
return 0.0;
#endif