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Fix non uniform control flow in shader
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@ -77,7 +77,7 @@ float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /
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// currentDepth = -currentDepth * 0.5 + 0.5;
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float visibility = texture(samplerCubeShadow(t_point_shadow_maps, s_point_shadow_maps), vec4(fragToLight, currentDepth));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
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float visibility = textureGrad(samplerCubeShadow(t_point_shadow_maps, s_point_shadow_maps), vec4(fragToLight, currentDepth), vec3(0), vec3(0));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
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/* if (visibility == 1.0 || visibility == 0.0) {
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return visibility;
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} */
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