Eevee: Fix Sun soft shadows not starting at first sample
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@ -751,7 +751,7 @@ static void shadow_cube_random_position_set(
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#ifndef DEBUG_SHADOW_DISTRIBUTION
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int i = sample_ofs;
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#else
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for (int i = 1; i <= sample_ofs; ++i) {
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for (int i = 0; i <= sample_ofs; ++i) {
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#endif
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switch (la->type) {
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case LA_AREA:
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@ -811,7 +811,7 @@ static void shadow_cascade_random_matrix_set(float mat[4][4], float radius, int
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#ifndef DEBUG_SHADOW_DISTRIBUTION
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int i = sample_ofs;
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#else
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for (int i = 1; i <= sample_ofs; ++i) {
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for (int i = 0; i <= sample_ofs; ++i) {
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#endif
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sample_ellipse(i, mat[0], mat[1], radius, radius, jitter);
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#ifdef DEBUG_SHADOW_DISTRIBUTION
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@ -1340,7 +1340,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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float (*viewmat)[4] = render_mats.mat[DRW_MAT_VIEW];
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float (*persmat)[4] = render_mats.mat[DRW_MAT_PERS];
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eevee_shadow_cascade_setup(ob, linfo, led, &saved_mats, near, far, effects->taa_current_sample);
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eevee_shadow_cascade_setup(ob, linfo, led, &saved_mats, near, far, effects->taa_current_sample - 1);
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srd->clip_near = la->clipsta;
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srd->clip_far = la->clipend;
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