// 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; float theDistance = max(1.0 - length(WorldPos) / shadowDistance,0.0); float DistanceMultiplier = mix(0.5, 0.05, theDistance); float DistanceMultiplier2 = mix(1.0, 0.02, theDistance); vec3 Bias = (FlatNormal * DistanceMultiplier + WsunVec * DistanceMultiplier2); // 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*0.1); if(SkyLightmap < 0.1 && isEyeInWater != 1 && VanillaAO > 0.0) Bias = zoomShadow; WorldPos += Bias; }