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Revert variable shadow softness for performance reasons
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1 changed files with 2 additions and 2 deletions
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@ -128,9 +128,9 @@ float3 DoShadow(float3 worldPos, float3 normal, float3 lighting, float bias)
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float samples = 0;
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// Perform basic PCF filtering with distance-based kernel size
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for (float y = -kernelSize; y <= kernelSize; y += 1.0)
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for (float y = -SHADOW_BLUR_MIN; y <= SHADOW_BLUR_MIN; y += 1.0)
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{
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for (float x = -kernelSize; x <= kernelSize; x += 1.0)
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for (float x = -SHADOW_BLUR_MIN; x <= SHADOW_BLUR_MIN; 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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samples += 1.0;
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