Use textureSampleCompare instead of textureSampleCompareLevel
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1 changed files with 7 additions and 7 deletions
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@ -87,13 +87,13 @@ fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
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if (phase == 2 || phase == 3) {
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offset.y = -offset.y;
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}
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let s = textureSampleCompareLevel(
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t_light_depth,
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s_light_depth,
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light_local + offset,
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index,
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reference_depth
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);
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let s = textureSampleCompare(
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t_light_depth,
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s_light_depth,
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light_local + offset,
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index,
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reference_depth
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);
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total_sample += s * INV_SHADOW_SAMPLES;
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}
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