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float dist = min( linearDepth - csmx, csmy - linearDepth );
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float dist = min( linearDepth - csmx, csmy - linearDepth );
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float ratio = clamp( dist / margin, 0.0, 1.0 );
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float ratio = clamp( dist / margin, 0.0, 1.0 );
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directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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