Fix PCF shadow uvs vector trunc warning
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@@ -518,7 +518,7 @@ float SampleShadow(LightData light, LightShadowData shadow, Texture2D shadowMap,
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UNROLL
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UNROLL
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for(int i = 0; i < FilterSizeCube; i++)
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for(int i = 0; i < FilterSizeCube; i++)
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{
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{
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float2 samplePos = shadowMapUVs + sideVector * PCFDiscSamples[i].x + upVector * PCFDiscSamples[i].y;
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float2 samplePos = shadowMapUVs + sideVector.xy * PCFDiscSamples[i].x + upVector.xy * PCFDiscSamples[i].y;
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result += shadowMap.SampleCmpLevelZero(ShadowSamplerPCF, samplePos, shadowPosition.z);
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result += shadowMap.SampleCmpLevelZero(ShadowSamplerPCF, samplePos, shadowPosition.z);
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}
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}
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result *= (1.0f / FilterSizeCube);
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result *= (1.0f / FilterSizeCube);
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