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@@ -51,7 +51,7 @@
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float cubeTexelSize = 1.0 / ( shadowMapSize[ i ].x * 0.25 );
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vec3 baseDirection3D = normalize( lightToPosition );
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- vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeX, texelSizeY );
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+ vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeY );
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initGridSamplingDisk();
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@@ -71,7 +71,7 @@
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vec3 offset = gridSamplingDisk[ s ] * diskRadius * cubeTexelSize;
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vec3 adjustedBaseDirection3D = baseDirection3D + offset;
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- vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeX, texelSizeY );
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+ vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeY );
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dist = unpack1K( texture2D( shadowMap[ i ], adjustedBaseDirection2D ) ) + shadowBias[ i ];
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if ( curDistance >= dist )
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shadow += 1.0;
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@@ -159,7 +159,7 @@
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float cubeTexelSize = 1.0 / ( shadowMapSize[ i ].x * 0.25 );
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vec3 baseDirection3D = normalize( lightToPosition );
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- vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeX, texelSizeY );
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+ vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeY );
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initGridSamplingDisk();
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@@ -179,7 +179,7 @@
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vec3 offset = gridSamplingDisk[ s ] * diskRadius * cubeTexelSize;
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vec3 adjustedBaseDirection3D = baseDirection3D + offset;
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- vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeX, texelSizeY );
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+ vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeY );
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dist = unpack1K( texture2D( shadowMap[ i ], adjustedBaseDirection2D ) ) + shadowBias[ i ];
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if ( curDistance >= dist )
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shadow += 1.0;
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@@ -258,7 +258,7 @@
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if( isPointLight ) {
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vec3 baseDirection3D = normalize( lightToPosition );
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- vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeX, texelSizeY );
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+ vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeY );
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vec4 data = texture2D( shadowMap[ i ], baseDirection2D );
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float dist = unpack1K( data ) + shadowBias[ i ];
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if ( length( lightToPosition ) >= dist)
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