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@@ -9,13 +9,14 @@ float getShadowMask() {
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DirectionalLightShadow directionalLight;
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- #pragma unroll_loop
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+ #pragma unroll_loop_start
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for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {
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directionalLight = directionalLightShadows[ i ];
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shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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}
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+ #pragma unroll_loop_end
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#endif
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@@ -23,13 +24,14 @@ float getShadowMask() {
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SpotLightShadow spotLight;
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- #pragma unroll_loop
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+ #pragma unroll_loop_start
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for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {
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spotLight = spotLightShadows[ i ];
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shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
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}
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+ #pragma unroll_loop_end
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#endif
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@@ -37,13 +39,14 @@ float getShadowMask() {
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PointLightShadow pointLight;
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- #pragma unroll_loop
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+ #pragma unroll_loop_start
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for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {
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pointLight = pointLightShadows[ i ];
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shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
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}
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+ #pragma unroll_loop_end
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#endif
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