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Don't rely exclusively on a shadow map when out of its depth range
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@ -29,7 +29,7 @@ float unshadowedLightRatio()
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shadowing = min(shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r, shadowing);
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doneShadows = all(lessThan(shadowXYZ, vec3(0.95, 0.95, 1.0))) && all(greaterThan(shadowXYZ.xy, vec2(0.05, 0.05)));
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doneShadows = all(lessThan(shadowXYZ, vec3(0.95, 0.95, 1.0))) && all(greaterThan(shadowXYZ, vec3(0.05, 0.05, 0.0)));
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#if @perspectiveShadowMaps
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doneShadows = doneShadows && all(lessThan(shadowRegionXYZ, vec3(1.0, 1.0, 1.0))) && all(greaterThan(shadowRegionXYZ.xy, vec2(-1.0, -1.0)));
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#endif
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@ -67,7 +67,7 @@ void applyShadowDebugOverlay()
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else
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gl_FragData[0].z += 0.1;
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doneOverlay = all(lessThan(shadowXYZ, vec3(0.95, 0.95, 1.0))) && all(greaterThan(shadowXYZ.xy, vec2(0.05, 0.05)));
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doneOverlay = all(lessThan(shadowXYZ, vec3(0.95, 0.95, 1.0))) && all(greaterThan(shadowXYZ, vec3(0.05, 0.05, 0.0)));
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#if @perspectiveShadowMaps
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doneOverlay = doneOverlay && all(lessThan(shadowRegionXYZ.xyz, vec3(1.0, 1.0, 1.0))) && all(greaterThan(shadowRegionXYZ.xy, vec2(-1.0, -1.0)));
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#endif
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