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[Merged by Bors] - bevy_pbr2: Fix shadow logic #3186

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Objective

  • Shadow maps should only be sampled if the mesh is a shadow receiver AND shadow mapping is enabled for the light

Solution

  • Fix the logic in the shader

@github-actions github-actions bot added the S-Needs-Triage This issue needs to be labelled label Nov 25, 2021
@mockersf mockersf added A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior and removed S-Needs-Triage This issue needs to be labelled labels Nov 25, 2021
@mockersf mockersf added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Nov 26, 2021
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bors r+

bors bot pushed a commit that referenced this pull request Nov 26, 2021
# Objective

- Shadow maps should only be sampled if the mesh is a shadow receiver AND shadow mapping is enabled for the light

## Solution

- Fix the logic in the shader
@bors bors bot changed the title bevy_pbr2: Fix shadow logic [Merged by Bors] - bevy_pbr2: Fix shadow logic Nov 26, 2021
@bors bors bot closed this Nov 26, 2021
HackerFoo pushed a commit to HackerFoo/bevy that referenced this pull request Nov 26, 2021
# Objective

- Shadow maps should only be sampled if the mesh is a shadow receiver AND shadow mapping is enabled for the light

## Solution

- Fix the logic in the shader
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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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