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Explicit type conversion
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@@ -32,7 +32,7 @@ float calc_shadow()
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//basic
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//basic
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// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias));
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// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias));
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//PCF
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//PCF
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float bias = 0.00005f * (cascade + 1U);
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float bias = 0.00005f * float(cascade + 1U);
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vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
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vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
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float radius = 1.0;
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float radius = 1.0;
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float y = -1.5; y <= 1.5; y += 1.0)
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