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Fix shadow mapping when PCF is disabled (#11888)
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@ -185,6 +185,7 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
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float baseLength = getBaseLength(smTexCoord);
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float perspectiveFactor;
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if (PCFBOUND == 0.0) return 0.0;
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// Return fast if sharp shadows are requested
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if (SOFTSHADOWRADIUS <= 1.0) {
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perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
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