Remove branch macro as it's just texture sample in lights shader
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@@ -60,7 +60,6 @@ void PS_Directional(Quad_VS2PS input, out float4 output : SV_Target0)
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// Sample shadow mask
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// Sample shadow mask
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float4 shadowMask = 1;
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float4 shadowMask = 1;
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BRANCH
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if (Light.ShadowsBufferAddress != 0)
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if (Light.ShadowsBufferAddress != 0)
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{
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{
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shadowMask = SAMPLE_RT(Shadow, input.TexCoord);
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shadowMask = SAMPLE_RT(Shadow, input.TexCoord);
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@@ -97,7 +96,6 @@ void PS_Point(Model_VS2PS input, out float4 output : SV_Target0)
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// Sample shadow mask
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// Sample shadow mask
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float4 shadowMask = 1;
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float4 shadowMask = 1;
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BRANCH
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if (Light.ShadowsBufferAddress != 0)
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if (Light.ShadowsBufferAddress != 0)
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{
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{
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shadowMask = SAMPLE_RT(Shadow, uv);
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shadowMask = SAMPLE_RT(Shadow, uv);
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@@ -139,7 +137,6 @@ void PS_Spot(Model_VS2PS input, out float4 output : SV_Target0)
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// Sample shadow mask
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// Sample shadow mask
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float4 shadowMask = 1;
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float4 shadowMask = 1;
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BRANCH
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if (Light.ShadowsBufferAddress != 0)
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if (Light.ShadowsBufferAddress != 0)
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{
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{
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shadowMask = SAMPLE_RT(Shadow, uv);
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shadowMask = SAMPLE_RT(Shadow, uv);
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