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Made interactionSM shader sampler loop to use r_shadowMapSamples many iterations
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1 changed files with 2 additions and 2 deletions
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@ -1277,8 +1277,8 @@ static void RB_RenderInteractions( const drawSurf_t* surfList, const viewLight_t
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float screenCorrectionParm[4];
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screenCorrectionParm[0] = 1.0f / ( JITTER_SIZE * r_shadowMapSamples.GetInteger() ) ;
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screenCorrectionParm[1] = 1.0f / JITTER_SIZE;
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screenCorrectionParm[2] = 0.0f;
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screenCorrectionParm[3] = 1.0f;
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screenCorrectionParm[2] = 1.0f / shadowMapResolutions[vLight->shadowLOD];
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screenCorrectionParm[3] = r_shadowMapSamples.GetInteger();
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SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
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float jitterTexScale[4];
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