Adjust shadows shader permutation
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@@ -76,7 +76,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
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@@ -84,7 +84,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
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@@ -97,7 +97,7 @@ float4 PS_DirLight(Quad_VS2PS input) : SV_Target0
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// Sample shadow
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ShadowSample shadow = SampleDirectionalLightShadow(Light, ShadowsBuffer, ShadowMap, gBuffer, TemporalTime);
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#if CONTACT_SHADOWS && SHADOWS_QUALITY > 0
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#if CONTACT_SHADOWS
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// Calculate screen-space contact shadow
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shadow.SurfaceShadow *= RayCastScreenSpaceShadow(gBufferData, gBuffer, gBuffer.WorldPos, Light.Direction, ContactShadowsLength);
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#endif
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@@ -111,7 +111,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=0) // Point li
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,LIGHT_TYPE=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,LIGHT_TYPE=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,LIGHT_TYPE=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,LIGHT_TYPE=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,LIGHT_TYPE=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,LIGHT_TYPE=0)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,LIGHT_TYPE=0)
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@@ -119,7 +119,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=1) // Spot lig
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,LIGHT_TYPE=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,LIGHT_TYPE=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,LIGHT_TYPE=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,LIGHT_TYPE=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,LIGHT_TYPE=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,LIGHT_TYPE=1)
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META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,LIGHT_TYPE=1)
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@@ -141,7 +141,7 @@ float4 PS_LocalLight(Model_VS2PS input) : SV_Target0
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ShadowSample shadow = (ShadowSample)0;
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#endif
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#if CONTACT_SHADOWS && SHADOWS_QUALITY > 0
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#if CONTACT_SHADOWS
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// Calculate screen-space contact shadow
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shadow.SurfaceShadow *= RayCastScreenSpaceShadow(gBufferData, gBuffer, gBuffer.WorldPos, normalize(Light.Position - gBuffer.WorldPos), ContactShadowsLength);
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#endif
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