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ATI hotfix for shadow mapping. #116
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2 changed files with 2 additions and 2 deletions
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@ -260,7 +260,7 @@ void main( PS_IN fragment, out PS_OUT result )
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rot.x = cos( random.x );
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rot.x = cos( random.x );
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rot.y = sin( random.x );
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rot.y = sin( random.x );
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float shadowTexelSize = rpScreenCorrectionFactor.z * rpJitterTexScale;
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float shadowTexelSize = rpScreenCorrectionFactor.z * rpJitterTexScale.x;
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for( int i = 0; i < 12; i++ )
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for( int i = 0; i < 12; i++ )
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{
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{
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float2 jitter = poissonDisk[i];
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float2 jitter = poissonDisk[i];
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@ -4435,7 +4435,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" rot.x = cos( random.x );\n"
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" rot.x = cos( random.x );\n"
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" rot.y = sin( random.x );\n"
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" rot.y = sin( random.x );\n"
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" \n"
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" \n"
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" float shadowTexelSize = rpScreenCorrectionFactor.z * rpJitterTexScale;\n"
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" float shadowTexelSize = rpScreenCorrectionFactor.z * rpJitterTexScale.x;\n"
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" for( int i = 0; i < 12; i++ )\n"
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" for( int i = 0; i < 12; i++ )\n"
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" {\n"
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" {\n"
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" float2 jitter = poissonDisk[i];\n"
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" float2 jitter = poissonDisk[i];\n"
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