#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders.
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736e1d5170
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5 changed files with 33 additions and 32 deletions
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@ -6,15 +6,13 @@ uniform vec3 u_ViewLeft;
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uniform vec3 u_ViewUp;
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uniform vec4 u_ViewInfo; // zfar / znear
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varying vec2 var_ScreenTex;
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varying vec2 var_DepthTex;
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varying vec3 var_ViewDir;
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void main()
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{
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gl_Position = attr_Position;
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//vec2 screenCoords = gl_Position.xy / gl_Position.w;
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//var_ScreenTex = screenCoords * 0.5 + 0.5;
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var_ScreenTex = attr_TexCoord0.xy;
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vec2 screenCoords = attr_TexCoord0.xy * 2.0 - 1.0;
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vec2 screenCoords = gl_Position.xy / gl_Position.w;
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var_DepthTex = attr_TexCoord0.xy;
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var_ViewDir = u_ViewForward + u_ViewLeft * -screenCoords.x + u_ViewUp * screenCoords.y;
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}
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