volumetric shadow fix
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@@ -125,7 +125,7 @@ void OpaqueShadow(inout ParticipatingMedia participatingMedia, float3 worldPosit
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if (is_saturated(shadow_uv))
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{
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shadow *= shadow_2D(light, shadow_pos, shadow_uv.xy, furthestCascade).r;
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shadow *= shadow_2D(light, shadow_pos.z, shadow_uv.xy, furthestCascade).r;
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}
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}
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@@ -60,7 +60,7 @@ float4 main(VertexToPixel input) : SV_Target
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[branch]
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if (is_saturated(shadow_uv))
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{
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shadow *= shadow_2D(light, shadow_pos, shadow_uv.xy, cascade, input.pos.xy);
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shadow *= shadow_2D(light, shadow_pos.z, shadow_uv.xy, cascade, input.pos.xy);
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break;
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}
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}
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