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https://github.com/bkaradzic/bgfx.git
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Cleanup.
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@@ -7,10 +7,10 @@
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uniform vec4 u_lightPos;
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#if SHADOW_PACKED_DEPTH
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SAMPLER2D(u_shadowMap, 4);
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SAMPLER2D(u_shadowMap, 0);
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# define Sampler sampler2D
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#else
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SAMPLER2DSHADOW(u_shadowMap, 4);
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SAMPLER2DSHADOW(u_shadowMap, 0);
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# define Sampler sampler2DShadow
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#endif // SHADOW_PACKED_DEPTH
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@@ -118,7 +118,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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const bgfx::Caps* caps = bgfx::getCaps();
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// Shadow samplers are supported at least partially supported if texture
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// compare less equal feature is supported.
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bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
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bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL) && false;
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bgfx::ProgramHandle progShadow;
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bgfx::ProgramHandle progMesh;
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@@ -178,7 +178,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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state[1]->m_viewId = RENDER_SCENE_PASS_ID;
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state[1]->m_numTextures = 1;
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state[1]->m_textures[0].m_flags = UINT32_MAX;
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state[1]->m_textures[0].m_stage = 4;
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state[1]->m_textures[0].m_stage = 0;
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state[1]->m_textures[0].m_sampler = u_shadowMap;
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state[1]->m_textures[0].m_texture = shadowMapTexture;
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