if (PCFBOUND == 0.0) return 0.0;
// Return fast if sharp shadows are requested
+ if (PCFBOUND == 0.0)
+ return 0.0;
+
if (SOFTSHADOWRADIUS <= 1.0) {
perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
float perspectiveFactor;
// Return fast if sharp shadows are requested
+ if (PCFBOUND == 0.0)
+ return 0.0;
+
if (SOFTSHADOWRADIUS <= 1.0) {
perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);