- float oneX = 1.0/screenWidth;\r
- float oneY = 1.0/screenHeight;\r
- vec4 sample = texture(irradianceTexture, TexCoords + samplePositions[i] * vec2(oneX, oneY));\r
+ vec2 sampleCoords = TexCoords + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight);\r
+ vec4 sample = texture(irradianceTexture, sampleCoords)\r
+ * texture(shadowmapTexture, sampleCoords);\r