Remove branch macro as it's just texture sample in lights shader
This commit is contained in:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user