Eevee: Fix shadow copy shader error.
filter() is a reserved function.
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@ -90,7 +90,7 @@ float ln_space_prefilter(float w0, float x, float w1, float y)
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#define SAMPLE_WEIGHT 0.11111
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#ifdef ESM
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void filter(vec4 depths, inout float accum)
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void prefilter(vec4 depths, inout float accum)
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{
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accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.x);
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accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.y);
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@ -98,7 +98,7 @@ void filter(vec4 depths, inout float accum)
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accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.w);
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}
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#else /* VSM */
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void filter(vec4 depths, inout vec2 accum)
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void prefilter(vec4 depths, inout vec2 accum)
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{
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vec4 depths_sqr = depths * depths;
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accum += vec2(dot(vec4(1.0), depths), dot(vec4(1.0), depths_sqr)) * SAMPLE_WEIGHT;
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@ -193,7 +193,7 @@ void main() {
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depths.z = texture(shadowTexture, cos[2]).r;
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depths.w = texture(shadowTexture, cos[3]).r;
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depths = get_world_distance(depths, cos);
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filter(depths, accum);
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prefilter(depths, accum);
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cos[0] = get_texco(uvs, ofs.xy);
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cos[1] = get_texco(uvs, ofs.zx);
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@ -204,7 +204,7 @@ void main() {
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depths.z = texture(shadowTexture, cos[2]).r;
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depths.w = texture(shadowTexture, cos[3]).r;
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depths = get_world_distance(depths, cos);
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filter(depths, accum);
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prefilter(depths, accum);
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FragColor = vec2(accum).xyxy;
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}
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