Fix code depth sampling for unreversed z
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@@ -134,7 +134,7 @@ float SampleShadowMapFixedSizePCF(Texture2DArray shadowMap, float2 shadowMapSize
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// Revert the sign if reverse z is enabled, the same below
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v1[(col + FS_2) / 2] = 1 - shadowMap.GatherCmp(ShadowSampler, baseUV, sceneDepth, int2(col, row));
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#else
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v1[(col + FS_2) / 2] = 1 - shadowMap.GatherCmp(ShadowSampler, baseUV, sceneDepth, int2(col, row));
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v1[(col + FS_2) / 2] = shadowMap.GatherCmp(ShadowSampler, baseUV, sceneDepth, int2(col, row));
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#endif
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#else
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