add directional light component and skylight component, add PCSS and hard shadow
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@ -24,10 +24,13 @@ layout(location = 0) out vec4 finalColor;
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uniform samplerCube u_Texture;
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uniform float u_TextureLod;
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uniform float u_SkyIntensity;
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in vec3 v_Position;
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void main()
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{
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finalColor = textureLod(u_Texture, v_Position, u_TextureLod);
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vec3 color = textureLod(u_Texture, v_Position, u_TextureLod).rgb * u_SkyIntensity;
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finalColor = vec4(color, 1.0);
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}
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