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@@ -134,22 +134,12 @@ export default /* glsl */`
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// Use IGN to rotate sampling pattern per pixel
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float phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;
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- #ifdef USE_REVERSED_DEPTH_BUFFER
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-
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- float dp = 1.0 - shadowCoord.z;
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-
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- #else
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-
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- float dp = shadowCoord.z;
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-
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- #endif
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-
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shadow = (
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- texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, dp ) ) +
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- texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, dp ) ) +
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- texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, dp ) ) +
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- texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, dp ) ) +
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- texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, dp ) )
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+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +
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+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +
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+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +
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+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +
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+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )
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) * 0.2;
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}
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