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WMO glass transparency for instances, disable interior shadows
- Add case-insensitive "glass" detection for WMO window materials - Make instance (WMO-only) glass highly transparent (12-35% alpha) so underwater scenes are visible through Deeprun Tram windows - Keep normal world windows at existing opacity (40-95% alpha) - Disable shadow mapping for interior WMO groups to fix dark indoor areas like Ironforge
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4 changed files with 23 additions and 7 deletions
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@ -152,9 +152,9 @@ void main() {
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vec3 result;
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// Sample shadow map for all non-window WMO surfaces
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// Sample shadow map — skip for interior WMO groups (no sun indoors)
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float shadow = 1.0;
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if (shadowParams.x > 0.5) {
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if (shadowParams.x > 0.5 && isInterior == 0) {
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vec3 ldir = normalize(-lightDir.xyz);
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float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir)));
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vec3 biasedPos = FragPos + norm * normalOffset;
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@ -219,7 +219,12 @@ void main() {
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glass += specBroad * lightColor.rgb * 0.12;
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result = glass;
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alpha = mix(0.4, 0.95, NdotV);
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if (isWindow == 2) {
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// Instance/dungeon glass: mostly transparent to see through
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alpha = mix(0.12, 0.35, fresnel);
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} else {
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alpha = mix(0.4, 0.95, NdotV);
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}
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}
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outColor = vec4(result, alpha);
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