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Some small fixes.
- Weird alignment issues when using *align(8)Vec3d - Duplicate dFdx
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@ -171,16 +171,11 @@ float getLod(ivec3 voxelPosition, int normal, vec3 direction, float variance) {
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}
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float perpendicularFwidth(vec3 direction) { // Estimates how big fwidth would be if the fragment normal was perpendicular to the light direction.
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vec3 varianceX = dFdx(direction);
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vec3 varianceY = dFdx(direction);
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varianceX += direction;
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varianceX = varianceX*length(direction)/length(varianceX);
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varianceX -= direction;
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varianceY += direction;
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varianceY = varianceY*length(direction)/length(varianceY);
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varianceY -= direction;
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vec3 variance = abs(varianceX) + abs(varianceY);
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return 8*length(variance);
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vec3 variance = dFdx(direction);
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variance += direction;
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variance = variance*length(direction)/length(variance);
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variance -= direction;
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return 16*length(variance);
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}
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vec4 mipMapSample(sampler2DArray texture, ivec2 textureCoords, int textureIndex, float lod) { // TODO: anisotropic filtering?
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@ -453,7 +453,7 @@ pub const ClientItemDropManager = struct {
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timeDifference: utils.TimeDifference = .{},
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interpolation: utils.GenericInterpolation(maxf64Capacity) = undefined,
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interpolation: utils.GenericInterpolation(maxf64Capacity)align(32) = undefined, // TODO: Remove align(32) after #14527
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var instance: ?*ClientItemDropManager = null;
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