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FIx shader error on mac in shadow.slh
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@ -104,7 +104,7 @@ float evalShadowAttenuation(vec3 worldLightDir, vec4 worldPosition, float viewDe
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vec3 cascadeMix;
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bvec4 isPixelOnCascade;
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int cascadeIndex;
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const float oneMinusNdotL = 1.0 - clamp(dot(worldLightDir, worldNormal), 0, 1);
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float oneMinusNdotL = 1.0 - clamp(dot(worldLightDir, worldNormal), 0, 1);
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for (cascadeIndex=0 ; cascadeIndex<getShadowCascadeCount() ; cascadeIndex++) {
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cascadeShadowCoords[cascadeIndex] = evalShadowTexcoord(cascadeIndex, worldPosition);
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