// Emin's and Gri's combined ideas to stop peter panning and light leaking, also has little shadowacne so thats nice // https://www.complementary.dev/reimagined // https://github.com/gri573 void GriAndEminShadowFix( inout vec3 WorldPos, vec3 FlatNormal, float VanillaAO, float SkyLightmap ){ float MinimumValue = 0.05; // give a tiny boost to the distance mulitplier when shadowmap resolution is below 2048.0 float ResMultiplier = 1.0 + (shadowDistance/8.0)*(1.0 - min(shadowMapResolution,2048)/2048.0)*0.3; float DistanceMultiplier = max(1.0 - max(1.0 - length(WorldPos) / shadowDistance, 0.0), MinimumValue) * ResMultiplier; vec3 Bias = FlatNormal * DistanceMultiplier; // stop lightleaking by zooming up, centered on blocks vec2 scale = vec2(0.5); scale.y *= 0.5; vec3 zoomShadow = scale.y - scale.x * fract(WorldPos + cameraPosition + Bias*scale.y); if(SkyLightmap < 0.1) Bias = zoomShadow; WorldPos += Bias; }