SHADOWS WORK
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+21
-15
@@ -11,6 +11,12 @@ struct LightCullingData
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};
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ParameterBlock<LightCullingData> pLightCullingData;
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static const float4x4 biasMat = float4x4(
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0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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[shader("pixel")]
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float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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@@ -24,22 +30,22 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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float4 lightSpacePos = mul(pLightEnv.directionalLights[i].lightSpaceMatrix, float4(params.position_WS, 1));
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float3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
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projCoords.xy = projCoords.xy * 0.5 + 0.5;
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projCoords.z /= 2;
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float closestDepth = pLightEnv.shadowMap.Sample(pLightEnv.shadowSampler, projCoords.xy).r;
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float currentDepth = projCoords.z;
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float bias = max(0.05 * (1.0 - dot(brdf.getNormal(), pLightEnv.directionalLights[i].direction.xyz)), 0.005);
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float shadow = currentDepth + bias < closestDepth ? 1.0 : 0.0;
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result += float3(currentDepth, 0, 0);//shadow * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for (uint i = 0; i < lightCount; ++i)
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float4 lightSpacePos = mul(biasMat, mul(pLightEnv.directionalLights[i].lightSpaceMatrix, float4(params.position_WS, 1)));
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float4 shadowCoord = lightSpacePos / lightSpacePos.w;
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float shadow = 1.0f;
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float dist = pLightEnv.shadowMap.Sample(pLightEnv.shadowSampler, shadowCoord.xy).r;
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if (shadowCoord.w > 0 && dist > shadowCoord.z)
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{
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uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
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shadow = 0;
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}
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result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
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result += shadow * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for (uint i = 0; i < pLightEnv.numPointLights; ++i)
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{
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//uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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//result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
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return float4(result, brdf.getAlpha());
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}
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@@ -113,5 +113,5 @@ float4 toneMapping(float2 uv : UV) : SV_Target
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value = agxLook(value);
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value = agxEotf(value);
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return float4(value, 1);
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return float4(hdrValue, 1);
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}
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@@ -6,8 +6,8 @@
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namespace Seele {
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namespace Component {
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struct Camera {
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float nearPlane = 0.001f;
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float farPlane = 10000.0f;
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float nearPlane = 0.1f;
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float farPlane = 1000.0f;
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bool mainCamera = false;
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};
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} // namespace Component
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@@ -94,6 +94,8 @@ void ShadowPass::render() {
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command->setViewport(shadowViewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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constexpr float depthBiasConstant = -1.25f;
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constexpr float depthBiasSlope = -1.75f;
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if (graphics->supportMeshShading()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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.taskShader = collection->taskShader,
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@@ -104,10 +106,9 @@ void ShadowPass::render() {
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.rasterizationState =
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{
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.cullMode = Gfx::SE_CULL_MODE_NONE,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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.depthBiasEnable = true,
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.depthBiasConstantFactor = depthBiasConstant,
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.depthBiasSlopeFactor = depthBiasSlope,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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@@ -121,10 +122,9 @@ void ShadowPass::render() {
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.rasterizationState =
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{
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.cullMode = Gfx::SE_CULL_MODE_NONE,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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.depthBiasEnable = true,
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.depthBiasConstantFactor = depthBiasConstant,
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.depthBiasSlopeFactor = depthBiasSlope,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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@@ -10,8 +10,7 @@ Window::~Window() {}
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Viewport::Viewport(PWindow owner, const ViewportCreateInfo& viewportInfo)
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: sizeX(viewportInfo.dimensions.size.x), sizeY(viewportInfo.dimensions.size.y), offsetX(viewportInfo.dimensions.offset.x),
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offsetY(viewportInfo.dimensions.offset.y), fieldOfView(viewportInfo.fieldOfView), orthoLeft(viewportInfo.left),
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orthoRight(viewportInfo.right), orthoTop(viewportInfo.top), orthoBottom(viewportInfo.bottom),
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owner(owner) {
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orthoRight(viewportInfo.right), orthoTop(viewportInfo.top), orthoBottom(viewportInfo.bottom), owner(owner) {
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if (owner != nullptr) {
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sizeX = std::min(owner->getFramebufferWidth(), sizeX);
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sizeY = std::min(owner->getFramebufferHeight(), sizeY);
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@@ -23,8 +22,34 @@ Viewport::~Viewport() {}
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Matrix4 Viewport::getProjectionMatrix(float nearPlane, float farPlane) const {
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Matrix4 correctionMatrix = Matrix4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 / 2.f, 0, 0, 0, 1 / 2.f, 1);
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if (fieldOfView > 0.0f) {
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Matrix4 projectionMatrix = glm::perspective(fieldOfView, sizeX / static_cast<float>(sizeY), nearPlane, farPlane);
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return correctionMatrix * projectionMatrix;
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const float aspect = static_cast<float>(sizeX) / sizeY;
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const float e = 1.0f / std::tan(fieldOfView * 0.5f);
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return {
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{
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e / aspect,
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0.0f,
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0.0f,
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0.0f,
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},
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{
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0.0f,
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-e,
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0.0f,
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0.0f,
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},
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{
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0.0f,
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0.0f,
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0.5f * (farPlane + nearPlane) / (nearPlane - farPlane),
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-1.0f,
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},
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{
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0.0f,
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0.0f,
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(farPlane * nearPlane) / (nearPlane - farPlane),
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0.0f,
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},
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};
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} else {
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return correctionMatrix * glm::ortho(orthoLeft, orthoRight, orthoBottom, orthoTop, nearPlane, farPlane);
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}
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@@ -75,7 +75,7 @@ void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& di
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dirs.add(ShaderDirectionalLight{
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.color = Vector4(dirLight.color, dirLight.intensity),
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.direction = Vector4(transform.getForward(), 0),
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.lightSpaceMatrix = correctionMatrix * glm::ortho(-100.0f, 100.0f, -100.0f, 100.0f, -100.0f, 100.0f) * cameraMatrix,
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.lightSpaceMatrix = correctionMatrix * glm::ortho(-100.0f, 100.0f, -100.0f, 100.0f, 100.0f, -100.0f) * cameraMatrix,
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});
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directionalTransforms.add(transform);
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if (shadowMaps.size() < dirs.size()) {
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@@ -90,9 +90,9 @@ void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& di
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shadowMaps.back()->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT);
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shadowSamplers.add(graphics->createSampler(SamplerCreateInfo{
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.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
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.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
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.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
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.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.name = "ShadowSampler",
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}));
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}
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