Fix 113839: Eevee Next: Low resolution on local lights shadows
This was caused by the scalling factor not taken into account during the usage tagging phase.
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@@ -124,6 +124,8 @@ void shadow_tag_usage_tilemap_punctual(
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}
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/* Apply resolution ratio. */
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footprint_ratio *= tilemap_projection_ratio;
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/* Take the frustum padding into account. */
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footprint_ratio *= light.clip_side / orderedIntBitsToFloat(light.clip_near);
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if (radius == 0) {
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int face_id = shadow_punctual_face_index_get(lP);
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