ADD: CSM with base shadow map 2
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@@ -88,7 +88,6 @@ float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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float w = 1.0 - smoothstep(0.0, 0.65, pr);
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float mapD = texture(shadowTex[ci], suv + off).r;
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// Reversed-Z friendly compare: visible when current <= map depth
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float vis = step(mapD, current + bias);
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visible += vis * w;
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