Sync shader
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@ -101,7 +101,7 @@ float shadowTest(vec4 lPos, float dotNL) {
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lPosH.x = (lPosH.x + 1.0) / 2.0;
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lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
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return PCF(vec2(2048, 2048), lPosH.st, lPosH.z - 0.005);
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return PCF(vec2(2048.0, 2048.0), lPosH.st, lPosH.z - 0.005);
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// return VSM(lPosH.st, lPosH.z);
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// shadow2DSampler
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