#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders.
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@@ -63,10 +63,6 @@ varying vec3 var_VertLight;
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varying vec3 var_WorldLight;
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#endif
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#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
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varying vec4 var_ScreenPos;
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#endif
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#define EPSILON 0.00000001
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#if defined(USE_PARALLAXMAP)
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@@ -228,8 +224,7 @@ void main()
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vec3 ambientLight = u_AmbientLight;
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#if defined(USE_SHADOWMAP)
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//vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
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vec2 shadowTex = var_ScreenPos.xy / var_ScreenPos.w;
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vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
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directedLight *= texture2D(u_ShadowMap, shadowTex).r;
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#endif
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#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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