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real2 offset = real2(poissonDisk64[i].x * sampleJitter.y + poissonDisk64[i].y * sampleJitter.x, |
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poissonDisk64[i].x * -sampleJitter.x + poissonDisk64[i].y * sampleJitter.y) * lightArea; |
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real shadowMapDepth = SampleShadow_T2DA(shadowContext, texIdx, sampIdx, coord.xy, slice).x; |
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real shadowMapDepth = SampleShadow_T2DA(shadowContext, texIdx, sampIdx, coord.xy + offset, slice).x; |
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if (COMPARE_DEVICE_DEPTH_CLOSER(shadowMapDepth, coord.z + dot(sampleBias, offset))) |
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{ |
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