fn sample_direct_light(index: i32, light_coords: vec4) -> f32 { if (light_coords.w <= 0.0) { return 0.0; } let flip_correction = vec2(0.5, -0.5); let proj_correction = 1.0 / light_coords.w; let light_local = light_coords.xy * flip_correction * proj_correction + vec2(0.5, 0.5); let bias = 0.000001; let reference_depth = light_coords.z * proj_correction - bias; var total_sample = 0.0; for (var x: i32 = -SHADOW_SAMPLES; x < SHADOW_SAMPLES; x++) { for (var y: i32 = -SHADOW_SAMPLES; y < SHADOW_SAMPLES; y++) { let texelSize = vec2(textureDimensions(t_light_depth)); let offset = vec2(f32(x), f32(y)) / texelSize.xy; let s = textureSampleCompare( t_light_depth, s_light_depth, light_local + offset, index, reference_depth ); total_sample += s * INV_SHADOW_SAMPLES; } } return total_sample; }