"# if USESHADOWMAPPCF > 1\n"
"# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
-" row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))),\n"
-" row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))),\n"
-" row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))),\n"
-" cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+" vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
+" vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
+" vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
+" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
"# else\n"
"# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
" vec2 offset = fract(shadowmaptc.xy);\n"
-" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))),\n"
-" row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))),\n"
-" row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))),\n"
-" cols = row2 + mix(row1, row3, offset.y);\n"
+" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
+" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
+" vec3 cols = row2 + mix(row1, row3, offset.y);\n"
" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
"# endif\n"
"# else\n"
"# ifdef USESHADOWMAPPCF\n"
"# ifdef USETEXTUREGATHER\n"
" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
-" vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
-" group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
-" group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
-" group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
-" cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
+" vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy));\n"
+" vec4 group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy));\n"
+" vec4 group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, 1.0))*ShadowMap_TextureScale.xy));\n"
+" vec4 group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, 1.0))*ShadowMap_TextureScale.xy));\n"
+" vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
" mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
"# else\n"
" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
"# define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r \n"
"# endif\n"
-" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
-" row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))),\n"
-" row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))),\n"
-" row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))),\n"
-" cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+" vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
+" vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
+" vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
+" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
"# else\n"
"# ifdef GL_EXT_gpu_shader4\n"
"# define texval(x, y) texture2D(Texture_ShadowMap2D, shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy).r \n"
"# endif\n"
" vec2 offset = fract(shadowmaptc.xy*ShadowMap_TextureScale.zw);\n"
-" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))),\n"
-" row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))),\n"
-" row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))),\n"
-" cols = row2 + mix(row1, row3, offset.y);\n"
+" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
+" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
+" vec3 cols = row2 + mix(row1, row3, offset.y);\n"
" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
"# endif\n"
"# endif\n"