git-svn-id: svn://db.shs.com.ru/libs@57 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -154,6 +154,7 @@ void RendererDeferredShading::renderScene() {
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shader_ds_1->setUniformValue("td", 5);
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shader_ds_1->setUniformValue("back_color", view.backColor());
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shader_ds_1->setUniformValue("mat_proji", mproji);
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shader_ds_1->setUniformValue("mat_view", mview);
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shader_ds_1->setUniformValue("mat_viewi", mviewi);
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shader_ds_1->setUniformValue("mat_viewproji", mviewproji);
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shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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@@ -364,10 +365,10 @@ void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_ma
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for (int i = light_start; i < light_end; ++i) {
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lv << view.lights()[i];
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glActiveTextureChannel(shadow_start + i - light_start);
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glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.colorTexture());
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glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.depthTexture());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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}
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amb_light.setName("null");
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for (int i = light_end; i < lmax; ++i)
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