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@@ -120,11 +120,6 @@
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vec2 uv = 0.5 * clipSpace.xy + vec2(0.5);
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vec2 uv = 0.5 * clipSpace.xy + vec2(0.5);
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vec3 uvLayer = vec3(uv.x, uv.y, layer);
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vec3 uvLayer = vec3(uv.x, uv.y, layer);
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- if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
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- {
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- return 1.0;
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- }
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-
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float shadowPixelDepth = clamp(depthMetric, 0., 1.0);
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float shadowPixelDepth = clamp(depthMetric, 0., 1.0);
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#ifndef SHADOWFLOAT
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#ifndef SHADOWFLOAT
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@@ -258,11 +253,6 @@
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vec3 clipSpace = vPositionFromLight.xyz / vPositionFromLight.w;
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vec3 clipSpace = vPositionFromLight.xyz / vPositionFromLight.w;
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vec3 uvDepth = vec3(0.5 * clipSpace.xyz + vec3(0.5));
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vec3 uvDepth = vec3(0.5 * clipSpace.xyz + vec3(0.5));
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- if (uvDepth.x < 0. || uvDepth.x > 1.0 || uvDepth.y < 0. || uvDepth.y > 1.0)
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- {
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- return 1.0;
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- }
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-
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uvDepth.z = clamp(uvDepth.z, 0., GREATEST_LESS_THAN_ONE);
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uvDepth.z = clamp(uvDepth.z, 0., GREATEST_LESS_THAN_ONE);
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vec4 uvDepthLayer = vec4(uvDepth.x, uvDepth.y, layer, uvDepth.z);
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vec4 uvDepthLayer = vec4(uvDepth.x, uvDepth.y, layer, uvDepth.z);
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@@ -280,11 +270,6 @@
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vec3 clipSpace = vPositionFromLight.xyz / vPositionFromLight.w;
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vec3 clipSpace = vPositionFromLight.xyz / vPositionFromLight.w;
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vec3 uvDepth = vec3(0.5 * clipSpace.xyz + vec3(0.5));
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vec3 uvDepth = vec3(0.5 * clipSpace.xyz + vec3(0.5));
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- if (uvDepth.x < 0. || uvDepth.x > 1.0 || uvDepth.y < 0. || uvDepth.y > 1.0)
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- {
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- return 1.0;
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- }
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-
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uvDepth.z = clamp(uvDepth.z, 0., GREATEST_LESS_THAN_ONE);
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uvDepth.z = clamp(uvDepth.z, 0., GREATEST_LESS_THAN_ONE);
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vec2 uv = uvDepth.xy * shadowMapSizeAndInverse.x; // uv in texel units
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vec2 uv = uvDepth.xy * shadowMapSizeAndInverse.x; // uv in texel units
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@@ -321,11 +306,6 @@
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vec3 clipSpace = vPositionFromLight.xyz / vPositionFromLight.w;
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vec3 clipSpace = vPositionFromLight.xyz / vPositionFromLight.w;
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vec3 uvDepth = vec3(0.5 * clipSpace.xyz + vec3(0.5));
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vec3 uvDepth = vec3(0.5 * clipSpace.xyz + vec3(0.5));
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- if (uvDepth.x < 0. || uvDepth.x > 1.0 || uvDepth.y < 0. || uvDepth.y > 1.0)
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- {
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- return 1.0;
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- }
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-
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uvDepth.z = clamp(uvDepth.z, 0., GREATEST_LESS_THAN_ONE);
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uvDepth.z = clamp(uvDepth.z, 0., GREATEST_LESS_THAN_ONE);
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vec2 uv = uvDepth.xy * shadowMapSizeAndInverse.x; // uv in texel units
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vec2 uv = uvDepth.xy * shadowMapSizeAndInverse.x; // uv in texel units
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@@ -600,11 +580,6 @@
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vec3 clipSpace = vPositionFromLight.xyz / vPositionFromLight.w;
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vec3 clipSpace = vPositionFromLight.xyz / vPositionFromLight.w;
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vec3 uvDepth = vec3(0.5 * clipSpace.xyz + vec3(0.5));
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vec3 uvDepth = vec3(0.5 * clipSpace.xyz + vec3(0.5));
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- if (uvDepth.x < 0. || uvDepth.x > 1.0 || uvDepth.y < 0. || uvDepth.y > 1.0)
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- {
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- return 1.0;
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- }
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-
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uvDepth.z = clamp(uvDepth.z, 0., GREATEST_LESS_THAN_ONE);
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uvDepth.z = clamp(uvDepth.z, 0., GREATEST_LESS_THAN_ONE);
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vec4 uvDepthLayer = vec4(uvDepth.x, uvDepth.y, layer, uvDepth.z);
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vec4 uvDepthLayer = vec4(uvDepth.x, uvDepth.y, layer, uvDepth.z);
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