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@ -896,7 +896,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
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S32 shadow_detail = RenderShadowDetail;
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F32 scale = gCubeSnapshot ? 1.0 : llmax(0.f, RenderShadowResolutionScale); // Don't scale probe shadow maps
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F32 scale = gCubeSnapshot ? 1.0f : llmax(0.f, RenderShadowResolutionScale); // Don't scale probe shadow maps
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U32 sun_shadow_map_width = BlurHappySize(resX, scale);
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U32 sun_shadow_map_height = BlurHappySize(resY, scale);
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