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@@ -238,11 +238,11 @@ void GenerateSSAOShadowsInternal( out float outShadowTerm, out vec4 outEdges, ou
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float pixZ, pixLZ, pixTZ, pixRZ, pixBZ;
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float pixZ, pixLZ, pixTZ, pixRZ, pixBZ;
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#if BGFX_SHADER_LANGUAGE_GLSL
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#if BGFX_SHADER_LANGUAGE_GLSL
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- vec4 valuesUL = textureGather(s_viewspaceDepthSourceMirror, SVPosRounded * u_halfViewportPixelSize + vec2(0.0,u_halfViewportPixelSize.y)).wzyx;
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- vec4 valuesBR = textureGatherOffset(s_viewspaceDepthSourceMirror, SVPosRounded * u_halfViewportPixelSize + vec2(0.0,u_halfViewportPixelSize.y), ivec2( 1, -1 ) ).wzyx;
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+ vec4 valuesUL = textureGather(s_viewspaceDepthSourceMirror, SVPosRounded * u_halfViewportPixelSize + vec2(0.0,u_halfViewportPixelSize.y), 0).wzyx;
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+ vec4 valuesBR = textureGatherOffset(s_viewspaceDepthSourceMirror, SVPosRounded * u_halfViewportPixelSize + vec2(0.0,u_halfViewportPixelSize.y), ivec2( 1, -1 ), 0).wzyx;
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#else
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#else
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- vec4 valuesUL = textureGather(s_viewspaceDepthSourceMirror, SVPosRounded * u_halfViewportPixelSize );
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- vec4 valuesBR = textureGatherOffset(s_viewspaceDepthSourceMirror, SVPosRounded * u_halfViewportPixelSize, ivec2( 1, 1 ) );
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+ vec4 valuesUL = textureGather(s_viewspaceDepthSourceMirror, SVPosRounded * u_halfViewportPixelSize, 0);
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+ vec4 valuesBR = textureGatherOffset(s_viewspaceDepthSourceMirror, SVPosRounded * u_halfViewportPixelSize, ivec2( 1, 1 ), 0);
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#endif
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#endif
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// get this pixel's viewspace depth
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// get this pixel's viewspace depth
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