forked from LeenkxTeam/LNXSDK
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@ -137,7 +137,7 @@ void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatter
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visibility *= spotlightMask(normalize(pointPos - curPos), spotDir, spotRight, spotData.zw, spotData.x, spotData.y);
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#else
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vec3 ld = pointPos - curPos;
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visibility = PCFCube(shadowMapPoint[0], ld, -normalize(ld), pointBias, lightProj, vec3(0.0));
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visibility = PCFCube(shadowMapPoint[0], ld, -normalize(ld), pointBias, lightProj, vec3(0.0)).x;
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#endif
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#endif
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