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@@ -869,13 +869,15 @@ uniform lowp uint directional_shadow_index;
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#if !defined(ADDITIVE_OMNI)
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#if !defined(ADDITIVE_OMNI)
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float sample_shadow(highp sampler2DShadow shadow, float shadow_pixel_size, vec4 pos) {
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float sample_shadow(highp sampler2DShadow shadow, float shadow_pixel_size, vec4 pos) {
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- float avg = textureProj(shadow, pos);
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+ // Use textureProjLod with LOD set to 0.0 over textureProj, as textureProj not working correctly on ANGLE with Metal backend.
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+ // https://github.com/godotengine/godot/issues/93537
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+ float avg = textureProjLod(shadow, pos, 0.0);
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#ifdef SHADOW_MODE_PCF_13
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#ifdef SHADOW_MODE_PCF_13
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pos /= pos.w;
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pos /= pos.w;
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- avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size * 2.0, 0.0), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size * 2.0, 0.0), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size * 2.0), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size * 2.0), pos.zw));
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(shadow_pixel_size * 2.0, 0.0), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(-shadow_pixel_size * 2.0, 0.0), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size * 2.0), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size * 2.0), pos.zw), 0.0);
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// Early bail if distant samples are fully shaded (or none are shaded) to improve performance.
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// Early bail if distant samples are fully shaded (or none are shaded) to improve performance.
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if (avg <= 0.000001) {
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if (avg <= 0.000001) {
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@@ -886,23 +888,23 @@ float sample_shadow(highp sampler2DShadow shadow, float shadow_pixel_size, vec4
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return 1.0;
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return 1.0;
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}
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}
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- avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, 0.0), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, 0.0), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, shadow_pixel_size), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, shadow_pixel_size), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, -shadow_pixel_size), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, -shadow_pixel_size), pos.zw));
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(shadow_pixel_size, 0.0), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, 0.0), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(shadow_pixel_size, shadow_pixel_size), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, shadow_pixel_size), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(shadow_pixel_size, -shadow_pixel_size), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, -shadow_pixel_size), pos.zw), 0.0);
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return avg * (1.0 / 13.0);
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return avg * (1.0 / 13.0);
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#endif
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#endif
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#ifdef SHADOW_MODE_PCF_5
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#ifdef SHADOW_MODE_PCF_5
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pos /= pos.w;
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pos /= pos.w;
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- avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, 0.0), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, 0.0), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size), pos.zw));
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- avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size), pos.zw));
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(shadow_pixel_size, 0.0), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, 0.0), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size), pos.zw), 0.0);
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+ avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size), pos.zw), 0.0);
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return avg * (1.0 / 5.0);
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return avg * (1.0 / 5.0);
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#endif
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#endif
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