Remove branch macro as it's just texture sample in lights shader

This commit is contained in:
Wojtek Figat
2024-04-05 12:48:34 +02:00
parent 3efd1e4e84
commit 4c8528dcae

View File

@@ -60,7 +60,6 @@ void PS_Directional(Quad_VS2PS input, out float4 output : SV_Target0)
// Sample shadow mask
float4 shadowMask = 1;
BRANCH
if (Light.ShadowsBufferAddress != 0)
{
shadowMask = SAMPLE_RT(Shadow, input.TexCoord);
@@ -97,7 +96,6 @@ void PS_Point(Model_VS2PS input, out float4 output : SV_Target0)
// Sample shadow mask
float4 shadowMask = 1;
BRANCH
if (Light.ShadowsBufferAddress != 0)
{
shadowMask = SAMPLE_RT(Shadow, uv);
@@ -139,7 +137,6 @@ void PS_Spot(Model_VS2PS input, out float4 output : SV_Target0)
// Sample shadow mask
float4 shadowMask = 1;
BRANCH
if (Light.ShadowsBufferAddress != 0)
{
shadowMask = SAMPLE_RT(Shadow, uv);