Fixed issue in shadows15.glsllib, edge bilinear filtering was wrong when using tetxureGather
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@ -100,14 +100,14 @@ float Shadow_DoBilinear_2x2(in SHADOWMAP tex, in vec4 projCoord){
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vec4 gather = SHADOWGATHER(tex, coord);
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vec4 gather = SHADOWGATHER(tex, coord);
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#else
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#else
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vec4 gather = vec4(0.0);
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vec4 gather = vec4(0.0);
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gather.x = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 0));
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gather.x = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 1));
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gather.y = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 0));
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gather.y = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 1));
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gather.z = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 1));
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gather.z = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 0));
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gather.w = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 1));
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gather.w = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 0));
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#endif
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#endif
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vec2 f = fract( projCoord.xy * SHADOWMAP_SIZE );
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vec2 f = fract( projCoord.xy * SHADOWMAP_SIZE );
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vec2 mx = mix( gather.xz, gather.yw, f.x );
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vec2 mx = mix( gather.wx, gather.zy, f.x );
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return mix( mx.x, mx.y, f.y );
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return mix( mx.x, mx.y, f.y );
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}
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}
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