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Fixed half texel offset of 'source' shadow mask tile mode
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@ -194,7 +194,9 @@ float2 GetShadowCoord(float2 QuadCoord, float2 SourceCoord)
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: shadowFrac.xy;
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float2 shadowCoord = (shadowFrac * shadowUV);
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shadowCoord += 0.5f / shadowDims; // fix half texel offset (DX9)
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shadowCoord += ShadowTileMode == 0
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? 0.5f / shadowDims // fix half texel offset (DX9)
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: 0.0f;
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return shadowCoord;
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}
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@ -8,8 +8,8 @@ shadow_mask_x_count 2
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shadow_mask_y_count 2
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shadow_mask_usize 0.5
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shadow_mask_vsize 0.5
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shadow_mask_uoffset 0.0
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shadow_mask_voffset 0.0
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shadow_mask_uoffset 0.05
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shadow_mask_voffset 0.05
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distortion 0.0
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cubic_distortion 0.0
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distort_corner 0.0
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