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#define SHADOWS @shadows_enabled
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#if SHADOWS
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@foreach shadow_texture_unit_index @shadow_texture_unit_list
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uniform sampler2DShadow shadowTexture@shadow_texture_unit_index;
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varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
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@endforeach
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#endif // SHADOWS
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float unshadowedLightRatio()
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{
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float shadowing = 1.0;
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#if SHADOWS
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#if @shadowMapsOverlap
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bool doneShadows = false;
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@foreach shadow_texture_unit_index @shadow_texture_unit_list
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if (!doneShadows)
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{
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vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
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if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
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{
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shadowing = min(shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r, shadowing);
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if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
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doneShadows = true;
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}
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}
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@endforeach
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#else
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@foreach shadow_texture_unit_index @shadow_texture_unit_list
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shadowing = min(shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r, shadowing);
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@endforeach
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#endif
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#endif // SHADOWS
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return shadowing;
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}
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void applyShadowDebugOverlay()
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{
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#if SHADOWS && @useShadowDebugOverlay
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bool doneOverlay = false;
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float colourIndex = 0.0;
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@foreach shadow_texture_unit_index @shadow_texture_unit_list
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if (!doneOverlay)
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{
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vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
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if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
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{
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colourIndex = mod(@shadow_texture_unit_index.0, 3.0);
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if (colourIndex < 1.0)
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gl_FragData[0].x += 0.1;
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else if (colourIndex < 2.0)
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gl_FragData[0].y += 0.1;
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else
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gl_FragData[0].z += 0.1;
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if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
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doneOverlay = true;
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}
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}
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@endforeach
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#endif // SHADOWS
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}
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