@@ -45,10 +45,10 @@ UNITY_DECLARE_TEXCUBEARRAY(_pointCookieTextures);
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StructuredBuffer<DirectionalLight> g_dirLightData;
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- #define VALVE_DECLARE_SHADOWMAP ( tex ) Texture2D tex; SamplerComparisonState sampler ##tex
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- #define VALVE_SAMPLE_SHADOW ( tex, coord ) tex.SampleCmpLevelZero ( sampler ##tex, (coord).xy, (coord).z )
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+ #define DECLARE_SHADOWMAP ( tex ) Texture2D tex; SamplerComparisonState sampler ##tex
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+ #define SAMPLE_SHADOW ( tex, coord ) tex.SampleCmpLevelZero ( sampler ##tex, (coord).xy, (coord).z )
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- VALVE_DECLARE_SHADOWMAP (g_tShadowBuffer);
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+ DECLARE_SHADOWMAP (g_tShadowBuffer);
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float ComputeShadow_PCF_3x3_Gaussian (float3 vPositionWs, float4x4 matWorldToShadow)
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{
@@ -63,23 +63,23 @@ float ComputeShadow_PCF_3x3_Gaussian(float3 vPositionWs, float4x4 matWorldToShad
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float objDepth = saturate (257.0 / 256.0 - vPositionTextureSpace.z);
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float4 v20Taps;
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- v20Taps.x = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1
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- v20Taps.y = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1
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- v20Taps.z = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1
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- v20Taps.w = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1
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+ v20Taps.x = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1
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+ v20Taps.y = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1
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+ v20Taps.z = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1
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+ v20Taps.w = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1
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float flSum = dot (v20Taps.xyzw, float4 (0.25 , 0.25 , 0.25 , 0.25 ));
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if ((flSum == 0.0 ) || (flSum == 1.0 ))
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return flSum;
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flSum *= g_vShadow3x3PCFTerms0.x * 4.0 ;
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float4 v33Taps;
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- v33Taps.x = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0
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- v33Taps.y = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0
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- v33Taps.z = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1
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- v33Taps.w = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1
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+ v33Taps.x = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0
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+ v33Taps.y = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0
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+ v33Taps.z = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1
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+ v33Taps.w = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1
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flSum += dot (v33Taps.xyzw, g_vShadow3x3PCFTerms0.yyyy);
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- flSum += VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z;
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+ flSum += SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z;
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return flSum;
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}
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