volumetric rectangle light fix
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@@ -116,7 +116,7 @@ float4 main(VertexToPixel input) : SV_TARGET
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shadow_pos.xyz /= shadow_pos.w;
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float2 shadow_uv = shadow_pos.xy * float2(0.5f, -0.5f) + float2(0.5f, 0.5f);
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[branch]
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if ((saturate(shadow_uv.x) == shadow_uv.x) && (saturate(shadow_uv.y) == shadow_uv.y))
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if (is_saturated(shadow_uv))
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{
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attenuation *= shadow_2D(light, shadow_pos.z, shadow_uv.xy, 0, input.pos.xy);
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}
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@@ -102,7 +102,7 @@ float4 main(VertexToPixel input) : SV_TARGET
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shadow_pos.xyz /= shadow_pos.w;
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float2 shadow_uv = clipspace_to_uv(shadow_pos.xy);
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[branch]
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if (is_saturated(shadow_uv.x))
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if (is_saturated(shadow_uv))
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{
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attenuation *= shadow_2D(light, shadow_pos.z, shadow_uv.xy, 0, input.pos.xy);
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}
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