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@@ -1365,7 +1365,7 @@ LIGHT_SHADER_CODE
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#ifdef USE_RGBA_SHADOWS
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#ifdef USE_RGBA_SHADOWS
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-#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
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+#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
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#else
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#else
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@@ -2207,8 +2207,8 @@ FRAGMENT_SHADER_CODE
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#ifdef USE_RGBA_SHADOWS
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#ifdef USE_RGBA_SHADOWS
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highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
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highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
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- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
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- comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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+ highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
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+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
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gl_FragColor = comp;
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gl_FragColor = comp;
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#endif
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#endif
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