Fix spot light
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@@ -582,7 +582,7 @@ float SampleShadow(LightData light, LightShadowData shadow, Texture2D shadowMap,
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{
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{
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float2 samplePos = shadowMapUVs + sideVector.xy * PCFDiscSamples[i].x + upVector.xy * PCFDiscSamples[i].y;
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float2 samplePos = shadowMapUVs + sideVector.xy * PCFDiscSamples[i].x + upVector.xy * PCFDiscSamples[i].y;
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#if FLAX_REVERSE_Z
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#if FLAX_REVERSE_Z
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result += shadowMap.SampleCmpLevelZero(ShadowSamplerPCF, samplePos, shadowPosition.z);
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result += 1 - shadowMap.SampleCmpLevelZero(ShadowSamplerPCF, samplePos, shadowPosition.z);
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#else
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#else
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result += shadowMap.SampleCmpLevelZero(ShadowSamplerPCF, samplePos, shadowPosition.z);
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result += shadowMap.SampleCmpLevelZero(ShadowSamplerPCF, samplePos, shadowPosition.z);
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#endif
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#endif
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