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Don't unroll float loops, as they slow down game launch
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@ -122,10 +122,8 @@ float3 DoShadow(float3 worldPos, float3 normal, float3 lighting, float bias)
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float x, y;
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// Perform PCF filtering on a 4 x 4 texel neighborhood.
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[unroll]
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for (y = -1.5; y <= 1.5; y += 1.0)
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{
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[unroll]
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for (x = -1.5; x <= 1.5; x += 1.0)
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{
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sum += ShadowMap.SampleCmpLevelZero(ShadowMapSampler, float3(lightClipSpace.xy + TexOffset(x, y), i), lightClipSpace.z);
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