@@ -45,10 +45,10 @@ UNITY_DECLARE_TEXCUBEARRAY(_pointCookieTextures);
4545StructuredBuffer<DirectionalLight> g_dirLightData;
4646
4747
48- #define VALVE_DECLARE_SHADOWMAP ( tex ) Texture2D tex; SamplerComparisonState sampler ##tex
49- #define VALVE_SAMPLE_SHADOW ( tex, coord ) tex.SampleCmpLevelZero ( sampler ##tex, (coord).xy, (coord).z )
48+ #define DECLARE_SHADOWMAP ( tex ) Texture2D tex; SamplerComparisonState sampler ##tex
49+ #define SAMPLE_SHADOW ( tex, coord ) tex.SampleCmpLevelZero ( sampler ##tex, (coord).xy, (coord).z )
5050
51- VALVE_DECLARE_SHADOWMAP (g_tShadowBuffer);
51+ DECLARE_SHADOWMAP (g_tShadowBuffer);
5252
5353float ComputeShadow_PCF_3x3_Gaussian (float3 vPositionWs, float4x4 matWorldToShadow)
5454{
@@ -63,23 +63,23 @@ float ComputeShadow_PCF_3x3_Gaussian(float3 vPositionWs, float4x4 matWorldToShad
6363 float objDepth = saturate (257.0 / 256.0 - vPositionTextureSpace.z);
6464
6565 float4 v20Taps;
66- v20Taps.x = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1
67- v20Taps.y = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1
68- v20Taps.z = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1
69- v20Taps.w = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1
66+ v20Taps.x = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1
67+ v20Taps.y = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1
68+ v20Taps.z = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1
69+ v20Taps.w = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1
7070 float flSum = dot (v20Taps.xyzw, float4 (0.25 , 0.25 , 0.25 , 0.25 ));
7171 if ((flSum == 0.0 ) || (flSum == 1.0 ))
7272 return flSum;
7373 flSum *= g_vShadow3x3PCFTerms0.x * 4.0 ;
7474
7575 float4 v33Taps;
76- v33Taps.x = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0
77- v33Taps.y = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0
78- v33Taps.z = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1
79- v33Taps.w = VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1
76+ v33Taps.x = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0
77+ v33Taps.y = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0
78+ v33Taps.z = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1
79+ v33Taps.w = SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1
8080 flSum += dot (v33Taps.xyzw, g_vShadow3x3PCFTerms0.yyyy);
8181
82- flSum += VALVE_SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z;
82+ flSum += SAMPLE_SHADOW (g_tShadowBuffer, float3 (shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z;
8383
8484 return flSum;
8585}
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