nvidia fix, soft shadows
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@@ -291,7 +291,7 @@ void Renderer::renderLight(int first_wr_buff, bool clear_only) {
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}
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fbo_ds.bindColorTextures();
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fbo_out.bind();
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tex_env.bind((int)Renderer::dbrBuffersCount + 1);
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// tex_env.bind((int)Renderer::dbrBuffersCount + 1);
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typedef QPair<Renderer::ShaderRole, Light::Type> PassPair;
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QVector<PassPair> passes;
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passes << PassPair(srLightOmniPass, Light::Omni) << PassPair(srLightSpotPass, Light::Cone);
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@@ -319,6 +319,10 @@ void Renderer::renderLight(int first_wr_buff, bool clear_only) {
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prog->setUniformValue("fog_density", view->fogDensity());
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prog->setUniformValue("view_mat", cam->viewMatrix().inverted().toGenericMatrix<3, 3>());
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prog->setUniformValue("shadow_size", view->shadow_map_size);
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prog->setUniformValue("tex_shadows_cone", (int)tarShadowsCone);
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prog->setUniformValue("soft_shadows_enabled", view->soft_shadows);
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prog->setUniformValue("soft_shadows_samples", view->soft_shadows_samples);
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shadow_maps_cone.bind(view, tarShadowsCone);
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renderQuad(prog, quad, cam);
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}
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}
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@@ -561,7 +565,8 @@ void Renderer::renderScene() {
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if (!cone_ll.isEmpty()) {
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Light * l = cone_ll[0];
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l->shadow_map.blit(0, 0, 0, l->shadow_map.rect(), l->shadow_map.rect());
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}*/
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}
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*/
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}
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