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@steaklive
Created July 10, 2018 10:03
if (depthTest < Distances.x)
{
float pixelDepth = IN.ShadowTextureCoordinate0.z;
float shadow = ShadowMap0.SampleCmpLevelZero(PcfShadowMapSampler, IN.ShadowTextureCoordinate0.xy, pixelDepth).x;
if (visualizeCascades)
diffuse = shadow * float3(0.4f, 0.0f, 0.0f);
else diffuse*=shadow;
}
else if (depthTest < Distances.y)
{
float pixelDepth = IN.ShadowTextureCoordinate1.z;
float shadow = ShadowMap1.SampleCmpLevelZero(PcfShadowMapSampler, IN.ShadowTextureCoordinate1.xy, pixelDepth).x;
if (visualizeCascades)
diffuse = shadow * float3(0.2f, 0.4f, 0.0f);
else diffuse *= shadow;
}
else if (depthTest < Distances.z)
{
float pixelDepth = IN.ShadowTextureCoordinate2.z;
float shadow = ShadowMap2.SampleCmpLevelZero(PcfShadowMapSampler, IN.ShadowTextureCoordinate2.xy, pixelDepth).x;
if (visualizeCascades)
diffuse = shadow * float3(0.1f, 0.0f, 0.4f);
else diffuse *= shadow;
}
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