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@@ -586,6 +586,10 @@ THREE.ShaderChunk = {
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"for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
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"vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
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+
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+ // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
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+ //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
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+
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"float fDepth = unpackDepth( rgbaDepth );",
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"if ( fDepth < ( shadowCoord.z + shadowBias ) )",
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