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UPBGE: Implement PCF jitter shadows;
The jitter PCF is a technic to rendomize the position of the samples averaged in PCF. To randomize a 64x64 texture with random value between -1 and 1 is passed to shader. Into the new GLSL function test_shadow_pcf_jitter we found the rand value at the fragment position in the shadow texture mutliplied by a big dummy value. Then a matrix is constructed with the rand values and used to transform the samples offset. The jitter texture is initialized globally in gpu_texture.cpp, it also now uses filtering and so the SSAO shader disable it to simulate a texture without filtering.
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