diff --git a/Source/Shaders/ShadowsSampling.hlsl b/Source/Shaders/ShadowsSampling.hlsl index ffd757e42..6bea0678c 100644 --- a/Source/Shaders/ShadowsSampling.hlsl +++ b/Source/Shaders/ShadowsSampling.hlsl @@ -518,7 +518,7 @@ float SampleShadow(LightData light, LightShadowData shadow, Texture2D shadowMap, UNROLL for(int i = 0; i < FilterSizeCube; i++) { - float2 samplePos = shadowMapUVs + sideVector * PCFDiscSamples[i].x + upVector * PCFDiscSamples[i].y; + float2 samplePos = shadowMapUVs + sideVector.xy * PCFDiscSamples[i].x + upVector.xy * PCFDiscSamples[i].y; result += shadowMap.SampleCmpLevelZero(ShadowSamplerPCF, samplePos, shadowPosition.z); } result *= (1.0f / FilterSizeCube);