Eevee: Fix shadow bleeding after farclip for cubemaps.
NOTE: We should not check for radial distance. But this is faster.
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@ -61,6 +61,12 @@ float shadow_cubemap(ShadowData sd, ShadowCubeData scd, float texid, vec3 W)
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vec3 cubevec = W - scd.position.xyz;
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float dist = length(cubevec);
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/* If fragment is out of shadowmap range, do not occlude */
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/* XXX : we check radial distance against a cubeface distance.
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* We loose quite a bit of valid area. */
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if (dist > sd.sh_far)
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return 1.0;
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cubevec /= dist;
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#if defined(SHADOW_VSM)
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@ -83,6 +89,7 @@ float evaluate_cascade(ShadowData sd, mat4 shadowmat, vec3 W, float range, float
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vec4 shpos = shadowmat * vec4(W, 1.0);
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float dist = shpos.z * range;
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/* If fragment is out of shadowmap range, do not occlude */
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if (shpos.z > 1.0 || shpos.z < 0.0)
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return 1.0;
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