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Fixed dithered PCF filter in shadow
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1 changed files with 0 additions and 4 deletions
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@ -68,7 +68,6 @@ vec2 PCFkernel[4] = vec2[4](
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);
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);
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float evalShadowAttenuationPCF(vec4 position, vec4 shadowTexcoord) {
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float evalShadowAttenuationPCF(vec4 position, vec4 shadowTexcoord) {
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#if 1
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float shadowScale = getShadowScale();
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float shadowScale = getShadowScale();
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// Offset for efficient PCF, see http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
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// Offset for efficient PCF, see http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
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@ -80,9 +79,6 @@ float evalShadowAttenuationPCF(vec4 position, vec4 shadowTexcoord) {
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fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(offset + PCFkernel[2], 0.0)) +
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fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(offset + PCFkernel[2], 0.0)) +
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fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(offset + PCFkernel[3], 0.0))
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fetchShadow(shadowTexcoord.xyz + shadowScale * vec3(offset + PCFkernel[3], 0.0))
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));
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));
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#else
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float shadowAttenuation = fetchShadow(shadowTexcoord.xyz);
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#endif
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return shadowAttenuation;
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return shadowAttenuation;
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}
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}
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