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- fix artifact in PCF filter when the texture coordinate wraps
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@ -248,7 +248,7 @@ float sampleShadowmapPCF(vec3 planePoint, float v)
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texelPos -= step_count + 0.5;
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for (float x = -step_count; x <= step_count; x++)
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{
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float u = texelPos / scale;
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float u = fract(texelPos / scale);
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vec2 dir = shadowUToDir(u);
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ray.x = dir.x;
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