Made interactionSM shader sampler loop to use r_shadowMapSamples many iterations

This commit is contained in:
Robert Beckebans 2014-05-14 18:49:56 +02:00
parent 7d6d8b4641
commit 4a68a5ef59

View file

@ -1277,8 +1277,8 @@ static void RB_RenderInteractions( const drawSurf_t* surfList, const viewLight_t
float screenCorrectionParm[4];
screenCorrectionParm[0] = 1.0f / ( JITTER_SIZE * r_shadowMapSamples.GetInteger() ) ;
screenCorrectionParm[1] = 1.0f / JITTER_SIZE;
screenCorrectionParm[2] = 0.0f;
screenCorrectionParm[3] = 1.0f;
screenCorrectionParm[2] = 1.0f / shadowMapResolutions[vLight->shadowLOD];
screenCorrectionParm[3] = r_shadowMapSamples.GetInteger();
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
float jitterTexScale[4];