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@@ -75,13 +75,13 @@ struct BgfxSampler2DShadow
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float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord)
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{
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- return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z * 2.0 - 1.0);
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+ return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z);
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}
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float bgfxShadow2DProj(BgfxSampler2DShadow _sampler, vec4 _coord)
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{
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vec3 coord = _coord.xyz * rcp(_coord.w);
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- return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, coord.xy, coord.z * 2.0 - 1.0);
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+ return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, coord.xy, coord.z);
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}
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struct BgfxSampler3D
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@@ -196,9 +196,9 @@ float bgfxShadow2D(sampler2DShadow _sampler, vec3 _coord)
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{
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#if 0
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float occluder = tex2D(_sampler, _coord.xy).x;
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- return step(_coord.z * 2.0 - 1.0, occluder);
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+ return step(_coord.z, occluder);
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#else
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- return tex2Dproj(_sampler, vec4(_coord.xy, _coord.z * 2.0 - 1.0, 1.0) ).x;
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+ return tex2Dproj(_sampler, vec4(_coord.xy, _coord.z, 1.0) ).x;
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#endif // 0
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}
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@@ -207,7 +207,7 @@ float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord)
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#if 0
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vec3 coord = _coord.xyz * rcp(_coord.w);
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float occluder = tex2D(_sampler, coord.xy).x;
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- return step(coord.z * 2.0 - 1.0, occluder);
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+ return step(coord.z, occluder);
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#else
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return tex2Dproj(_sampler, _coord).x;
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#endif // 0
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