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@@ -111,9 +111,8 @@ vec3 shadowMask = vec3( 1.0 );
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shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z );
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shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z );
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shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z );
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shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z );
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shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z );
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shadow += texture2DCompare( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z );
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- shadow *= 1.0 / 9.0;
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- shadow *= shadowDarkness[ i ];
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+ shadow *= shadowDarkness[ i ] * ( 1.0 / 9.0 );
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#elif defined( SHADOWMAP_TYPE_PCF_SOFT )
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#elif defined( SHADOWMAP_TYPE_PCF_SOFT )
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@@ -131,9 +130,8 @@ vec3 shadowMask = vec3( 1.0 );
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shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z );
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shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z );
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shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z );
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shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z );
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shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z );
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shadow += texture2DShadowLerp( shadowMap[ i ], shadowMapSize[ i ], shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z );
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- shadow *= 1.0 / 9.0;
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- shadow *= shadowDarkness[ i ];
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+ shadow *= shadowDarkness[ i ] * ( 1.0 / 9.0 );
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#else // no percentage-closer filtering:
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#else // no percentage-closer filtering:
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