transparent cube shadow fix
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@@ -100,7 +100,7 @@ inline float3 shadow_cube(in ShaderEntity light, in float3 Lunnormalized)
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#ifndef DISABLE_TRANSPARENT_SHADOWMAP
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if (GetFrame().options & OPTION_BIT_TRANSPARENTSHADOWS_ENABLED)
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{
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float4 transparent_shadow = texture_shadowarray_transparent_cube.SampleLevel(sampler_linear_clamp, float4(-Lunnormalized, slice), 0);
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float4 transparent_shadow = texture_shadowarray_transparent_cube.SampleLevel(sampler_linear_clamp, float4(Lunnormalized, slice), 0);
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#ifdef TRANSPARENT_SHADOWMAP_SECONDARY_DEPTH_CHECK
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if (transparent_shadow.a > remapped_distance)
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#endif // TRANSPARENT_SHADOWMAP_SECONDARY_DEPTH_CHECK
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