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GLES support
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@@ -11,7 +11,7 @@ float calc_shadow()
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//sampler PCF + PCF
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float shadow = 0.0;
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vec2 texel = 1.0 / textureSize(shadowmap, 0);
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vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture(shadowmap, coords.xyz + vec3(vec2(x, y) * texel, 0.0));
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