EDIT: shadow on/off
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@@ -189,6 +189,12 @@ float sampleCascadeShadow(uint ci, vec3 worldPos, vec3 N, vec3 L)
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float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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{
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// Early out when shadows are globally disabled.
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if (sceneData.rtParams.y <= 0.0)
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{
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return 1.0;
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}
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vec3 wp = worldPos + N * SHADOW_NORMAL_OFFSET * (0.5 + 0.5 * (1.0 - max(dot(N, L), 0.0)));
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// RT-only mode: cast a ray and skip clipmap sampling entirely
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@@ -301,7 +307,7 @@ void main(){
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// Optional RT shadow for the first few point lights (hybrid mode)
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#ifdef GL_EXT_ray_query
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if (sceneData.rtOptions.x == 1u && i < 4u)
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if (sceneData.rtOptions.x == 1u && sceneData.rtParams.y > 0.0 && i < 4u)
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{
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vec3 toL = sceneData.punctualLights[i].position_radius.xyz - pos;
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float maxT = length(toL);
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