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vec3 GetShadowPos(vec3 playerPos) {
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vec3 shadowPos = PlayerToShadow(playerPos);
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float distb = sqrt(shadowPos.x * shadowPos.x + shadowPos.y * shadowPos.y);
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float distortFactor = distb * shadowMapBias + (1.0 - shadowMapBias);
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shadowPos.xy /= distortFactor;
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shadowPos.z *= 0.2;
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return shadowPos * 0.5 + 0.5;
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}
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vec3 SampleShadow(vec3 shadowPos, float colorMult, float colorPow) {
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float shadow0 = shadow2D(shadowtex0, vec3(shadowPos.st, shadowPos.z)).x;
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vec3 shadowcol = vec3(0.0);
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if (shadow0 < 1.0) {
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float shadow1 = shadow2D(shadowtex1, vec3(shadowPos.st, shadowPos.z)).x;
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if (shadow1 > 0.9999) {
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shadowcol = texture2D(shadowcolor0, shadowPos.st).rgb * shadow1;
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shadowcol *= colorMult;
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shadowcol = pow(shadowcol, vec3(colorPow));
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}
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}
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return shadowcol * (1.0 - shadow0) + shadow0;
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}
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float InterleavedGradientNoiseForShadows() {
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float n = 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y);
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#if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_HAND && !defined GBUFFERS_TEXTURED && defined TAA
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return fract(n + goldenRatio * mod(float(frameCounter), 3600.0));
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#else
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return fract(n);
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#endif
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}
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vec2 offsetDist(float x, int s) {
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float n = fract(x * 2.427) * 3.1415;
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return vec2(cos(n), sin(n)) * 1.4 * x / s;
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}
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vec3 SampleTAAFilteredShadow(vec3 shadowPos, float offset, int shadowSamples, bool leaves, float colorMult, float colorPow) {
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vec3 shadow = vec3(0.0);
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float gradientNoise = InterleavedGradientNoiseForShadows();
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#if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_HAND && !defined GBUFFERS_TEXTURED
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offset *= 1.3875;
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#else
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shadowSamples *= 2;
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offset *= 0.69375;
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#endif
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float shadowPosZM = shadowPos.z;
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for (int i = 0; i < shadowSamples; i++) {
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vec2 offset2 = offsetDist(gradientNoise + i, shadowSamples) * offset;
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if (leaves) shadowPosZM = shadowPos.z - 0.12 * offset * (gradientNoise + i) / shadowSamples;
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shadow += SampleShadow(vec3(shadowPos.st + offset2, shadowPosZM), colorMult, colorPow);
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shadow += SampleShadow(vec3(shadowPos.st - offset2, shadowPosZM), colorMult, colorPow);
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}
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shadow /= shadowSamples * 2.0;
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return shadow;
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}
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vec2 shadowOffsets[4] = vec2[4](
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vec2( 1.0, 0.0),
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vec2( 0.0, 1.0),
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vec2(-1.0, 0.0),
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vec2( 0.0,-1.0));
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vec3 SampleBasicFilteredShadow(vec3 shadowPos, float offset) {
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float shadow = 0.0;
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for (int i = 0; i < 4; i++) {
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shadow += shadow2D(shadowtex0, vec3(offset * shadowOffsets[i] + shadowPos.st, shadowPos.z)).x;
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}
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return vec3(shadow * 0.25);
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}
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vec3 GetShadow(vec3 shadowPos, float lightmapY, float offset, int shadowSamples, bool leaves) {
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#if SHADOW_QUALITY > 0
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#if ENTITY_SHADOW <= 1 && defined GBUFFERS_BLOCK
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offset *= 4.0;
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#else
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#ifdef OVERWORLD
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offset *= 1.0 + rainFactor2
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#ifdef SUN_MOON_DURING_RAIN
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* 2.0
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#else
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* 4.0
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#endif
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;
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#else
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offset *= 3.0;
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#endif
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#endif
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#endif
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float colorMult = 2.5 + 5.5 * pow1_5(lightmapY) + 2.0 * pow2(lightmapY); // 423HDSS: Shadow color strength is stored 10 times lower to allow for water shadows going above 1.0
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float colorPow = mix(1.5 + 0.5 * float(isEyeInWater == 0), 0.5, pow2(pow2(lightmapY)));
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#if SHADOW_QUALITY >= 1
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vec3 shadow = SampleTAAFilteredShadow(shadowPos, offset, shadowSamples, leaves, colorMult, colorPow);
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#else
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vec3 shadow = SampleBasicFilteredShadow(shadowPos, offset);
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#endif
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return shadow;
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}
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