@@ -432,7 +432,7 @@ void Frag(PackedVaryingsToPS packedInput,
432432#elif defined (_SHADINGGRADEMAP) || defined (UTS_DEBUG_SHADOWMAP)
433433 if (mainLightIndex == -1 && s_lightData.lightType == GPULIGHTTYPE_PROJECTOR_BOX)
434434 {
435- float shadow = EvaluateShadow_Punctual (context, posInput, s_lightData, builtinData, GetNormalForShadowBias (bsdfData), L, distances);
435+ float shadow = ( float ) EvaluateShadow_Punctual (context, posInput, s_lightData, builtinData, GetNormalForShadowBias (bsdfData), L, distances);
436436 context.shadowValue = shadow; // min(context.shadowValue, shadow); // ComputeShadowColor(shadow, s_lightData.shadowTint, s_lightData.penumbraTint);
437437
438438 finalColor += UTS_MainLightShadingGrademap (context, input, lightDirection, lightColor, inverseClipping, channelAlpha, utsData);
@@ -446,7 +446,7 @@ void Frag(PackedVaryingsToPS packedInput,
446446#else
447447 if (mainLightIndex == -1 && s_lightData.lightType == GPULIGHTTYPE_PROJECTOR_BOX)
448448 {
449- float shadow = EvaluateShadow_Punctual (context, posInput, s_lightData, builtinData, GetNormalForShadowBias (bsdfData), L, distances);
449+ float shadow = ( float ) EvaluateShadow_Punctual (context, posInput, s_lightData, builtinData, GetNormalForShadowBias (bsdfData), L, distances);
450450 context.shadowValue = shadow; // min(context.shadowValue, shadow); // ComputeShadowColor(shadow, s_lightData.shadowTint, s_lightData.penumbraTint);
451451 finalColor += UTS_MainLight (context, input, lightDirection, lightColor, inverseClipping, channelAlpha, utsData);
452452 }
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