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@@ -17,7 +17,7 @@ void VS(float4 iPos : POSITION,
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float2 iSize : TEXCOORD1,
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#endif
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#ifdef VSM_SHADOW
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- out float3 oTexCoord : TEXCOORD0,
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+ out float4 oTexCoord : TEXCOORD0,
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#else
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out float2 oTexCoord : TEXCOORD0,
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#endif
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@@ -32,7 +32,7 @@ void VS(float4 iPos : POSITION,
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float3 worldPos = GetWorldPos(modelMatrix);
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oPos = GetClipPos(worldPos);
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#ifdef VSM_SHADOW
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- oTexCoord = float3(GetTexCoord(iTexCoord), oPos.z/oPos.w);
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+ oTexCoord = float4(GetTexCoord(iTexCoord), oPos.z, oPos.w);
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#else
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oTexCoord = GetTexCoord(iTexCoord);
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#endif
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@@ -40,7 +40,7 @@ void VS(float4 iPos : POSITION,
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void PS(
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#ifdef VSM_SHADOW
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- float3 iTexCoord : TEXCOORD0,
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+ float4 iTexCoord : TEXCOORD0,
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#else
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float2 iTexCoord : TEXCOORD0,
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#endif
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@@ -53,7 +53,7 @@ void PS(
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#endif
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#ifdef VSM_SHADOW
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- float depth = iTexCoord.z;
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+ float depth = iTexCoord.z / iTexCoord.w;
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oColor = float4(depth, depth * depth, 1.0, 1.0);
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#else
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oColor = 1.0;
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