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Fixed example-31-rsm.
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@@ -115,7 +115,11 @@ void main()
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vec2 texelSize = vec2_splat(u_shadowDimsInv.x);
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shadowCoord.xy /= shadowCoord.w;
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shadowCoord.xy = shadowCoord.xy*0.5+0.5;
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shadowCoord.xy = shadowCoord.xy*0.5 + 0.5;
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#if BGFX_SHADER_LANGUAGE_GLSL
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shadowCoord.z = shadowCoord.z*0.5 + 0.5;
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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float visibility = PCF(s_shadowMap, shadowCoord, shadowMapBias, texelSize);
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