2017-07-24 07:28:24 +00:00
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#version 450
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uniform samplerCubeShadow SPIRV_Cross_CombinedpointLightShadowMapshadowSamplerPCF;
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layout(location = 0) out float _entryPointOutput;
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float _main()
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{
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2021-01-22 11:17:05 +00:00
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vec4 _33 = vec4(0.100000001490116119384765625, 0.100000001490116119384765625, 0.100000001490116119384765625, 0.5);
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2017-07-24 07:28:24 +00:00
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return textureGrad(SPIRV_Cross_CombinedpointLightShadowMapshadowSamplerPCF, vec4(_33.xyz, _33.w), vec3(0.0), vec3(0.0));
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}
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void main()
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{
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_entryPointOutput = _main();
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}
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