feat: shadows in fast pipeline & improve lights mix
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30a0b81680
commit
e158b384fa
@ -58,5 +58,5 @@ function on_hud_open()
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local slot = gfx.posteffects.index("core:default")
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gfx.posteffects.set_effect(slot, "ssao")
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gfx.posteffects.set_intensity(slot, 1.0)
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--gfx.posteffects.set_intensity(slot, 1.0)
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end
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@ -12,15 +12,16 @@ float calc_shadow() {
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shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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shadow += texture(u_shadows, projCoords.xyz + vec3(
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x * (1.0 / u_shadowsRes),
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y * (1.0 / u_shadowsRes), 0.0
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));
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}
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const vec3 offsets[4] = vec3[4](
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vec3(0.5, 0.5, 0.0),
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vec3(-0.5, 0.5, 0.0),
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vec3(0.5, -0.5, 0.0),
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vec3(-0.5, -0.5, 0.0)
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);
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for (int i = 0; i < 4; i++) {
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shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
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}
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shadow /= 9;
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shadow /= 4;
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shadow = shadow * 0.5 + 0.5;
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} else {
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shadow = 0.5;
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@ -2,7 +2,8 @@ layout (location = 0) out vec4 f_color;
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layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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in vec4 a_color;
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in vec4 a_torchLight;
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in vec3 a_skyLight;
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in vec2 a_texCoord;
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in float a_fog;
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in vec3 a_position;
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@ -31,7 +32,7 @@ void main() {
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float shadow = calc_shadow();
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * texColor.a;
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float alpha = texColor.a;
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if (u_alphaClip) {
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if (alpha < 0.2f)
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discard;
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@ -45,8 +46,8 @@ void main() {
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else if (u_debugNormals) {
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texColor.rgb *= a_normal * 0.5 + 0.5;
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}
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f_color = a_color * texColor;
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f_color.rgb *= shadow;
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f_color = texColor;
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f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight * shadow);
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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@ -12,7 +12,8 @@ out vec3 a_dir;
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out vec3 a_normal;
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out vec3 a_position;
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out vec3 a_realnormal;
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out vec4 a_color;
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out vec4 a_torchLight;
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out vec3 a_skyLight;
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out vec4 a_modelpos;
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uniform mat4 u_model;
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@ -38,13 +39,14 @@ void main() {
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vec3 light = v_light.rgb;
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float torchlight = calc_torch_light(a_modelpos.xyz);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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a_torchLight = vec4(pow(light + torchlight * u_torchlightColor, vec3(u_gamma)), 1.0f);
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
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a_skyLight = skyLightColor.rgb*v_light.a;
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//a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
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a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
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a_fog = calc_fog(a_distance / 256.0);
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@ -72,6 +72,7 @@ void PostProcessing::use(DrawContext& context, bool gbufferPipeline) {
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}
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context.setFramebuffer(gbuffer.get());
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} else {
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gbuffer.reset();
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refreshFbos(vp.x, vp.y);
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context.setFramebuffer(fbo.get());
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}
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@ -182,6 +182,34 @@ const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
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return mesh;
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}
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void ChunksRenderer::drawChunksShadowsPass(
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const Camera& camera, Shader& shader
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) {
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const auto& atlas = assets.require<Atlas>("blocks");
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atlas.getTexture()->bind();
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for (int i = indices.size()-1; i >= 0; i--) {
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auto& chunk = chunks.getChunks()[indices[i].index];
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if (chunk == nullptr) {
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continue;
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}
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const auto& found = meshes.find({chunk->x, chunk->z});
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if (found == meshes.end()) {
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continue;
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}
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auto mesh = found->second.mesh.get();
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if (mesh) {
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glm::vec3 coord(
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chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f
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);
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glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
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shader.uniformMatrix("u_model", model);
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mesh->draw();
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}
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}
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}
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void ChunksRenderer::drawChunks(
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const Camera& camera, Shader& shader
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) {
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@ -72,6 +72,9 @@ public:
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const Mesh<ChunkVertex>* getOrRender(
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const std::shared_ptr<Chunk>& chunk, bool important
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);
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void drawChunksShadowsPass(const Camera& camera, Shader& shader);
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void drawChunks(const Camera& camera, Shader& shader);
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void drawSortedMeshes(const Camera& camera, Shader& shader);
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@ -103,7 +103,7 @@ WorldRenderer::WorldRenderer(
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assets->require<Shader>("skybox_gen")
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);
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shadowMap = std::make_unique<ShadowMap>(1024 * 4);
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shadowMap = std::make_unique<ShadowMap>(1024 * 8);
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shadowCamera = std::make_unique<Camera>();
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}
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@ -133,9 +133,9 @@ void WorldRenderer::setupWorldShader(
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shader.uniform2f("u_lightDir", skybox->getLightDir());
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shader.uniform3f("u_cameraPos", camera.position);
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shader.uniform1i("u_skybox", 1);
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shader.uniform1i("u_enableShadows", gbufferPipeline);
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shader.uniform1i("u_enableShadows", shadows);
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if (gbufferPipeline) {
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if (shadows) {
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shader.uniformMatrix("u_shadowsMatrix", shadowCamera->getProjView());
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shader.uniform3f("u_sunDir", shadowCamera->front);
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shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
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@ -374,7 +374,7 @@ void WorldRenderer::draw(
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auto& linesShader = assets.require<Shader>("lines");
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auto& shadowsShader = assets.require<Shader>("shadows");
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if (gbufferPipeline) {
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if (shadows) {
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int resolution = shadowMap->getResolution();
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float shadowMapScale = 0.05f;
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float shadowMapSize = resolution * shadowMapScale;
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@ -384,7 +384,7 @@ void WorldRenderer::draw(
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shadowCamera->perspective = false;
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shadowCamera->setAspectRatio(1.0f);
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shadowCamera->rotate(
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glm::radians(90.0f - worldInfo.daytime * 360.0f),
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glm::radians(fmod(90.0f - worldInfo.daytime * 360.0f, 180.0f)),
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glm::radians(-40.0f),
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glm::radians(-0.0f)
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);
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@ -402,7 +402,7 @@ void WorldRenderer::draw(
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sctx.setViewport({resolution, resolution});
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shadowMap->bind();
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setupWorldShader(shadowsShader, *shadowCamera, settings, 0.0f);
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chunks->drawChunks(*shadowCamera, shadowsShader);
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chunks->drawChunksShadowsPass(*shadowCamera, shadowsShader);
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shadowMap->unbind();
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}
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}
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@ -444,7 +444,7 @@ void WorldRenderer::draw(
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assets,
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timer,
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camera,
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gbufferPipeline ? shadowMap->getDepthMap() : 0
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shadows ? shadowMap->getDepthMap() : 0
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);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -54,7 +54,8 @@ class WorldRenderer {
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float timer = 0.0f;
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bool debug = false;
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bool lightsDebug = false;
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bool gbufferPipeline = true;
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bool gbufferPipeline = false;
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bool shadows = true;
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/// @brief Render block selection lines
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void renderBlockSelection();
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