allow toggling nearest dither
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parent
a8810a16a8
commit
60baa0fdaa
3 changed files with 6 additions and 2 deletions
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@ -46,6 +46,8 @@ thread_local FDynLightData lightdata;
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CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_shadow_nearest_dither, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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//==========================================================================
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//
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@ -154,7 +156,7 @@ void AddLightToList(FDynLightData &dld, int group, FDynamicLight * light, bool f
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info.z = float(pos.Y);
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info.y = float(pos.Z);
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info.softShadowRadius = light->GetSoftShadowRadius();
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info.softShadowRadius = (gl_light_shadow_filter == 0 && !gl_light_shadow_nearest_dither)? 0 : light->GetSoftShadowRadius();
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info.linearity = std::clamp(light->GetLinearity(), 0.0f, 1.0f);
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@ -434,4 +434,5 @@ OPTVAL_RAYTRACE_PRECISE = "Raytrace (precise)";
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GLLIGHTMNU_SPRITELIGHT = "Sprite lighting method";
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OPTVAL_CPUSPRITELIGHT = "CPU";
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OPTVAL_GPUVERTEXSPRITELIGHT= "GPU (per vertex)";
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OPTVAL_GPUPERPIXELSPRITELIGHT = "GPU (per pixel)";
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OPTVAL_GPUPERPIXELSPRITELIGHT = "GPU (per pixel)";
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GLLIGHTMNU_LIGHTSHADOW_DITHER = "Nearest Raytraced Shadows Dithering";
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@ -1069,6 +1069,7 @@ OptionMenu "LightOptions" protected
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StaticText " "
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Option "$GLLIGHTMNU_LIGHTSHADOWS", gl_light_shadows, "ShadowMode"
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Option "$GLLIGHTMNU_LIGHTSHADOWFILTER", gl_light_shadow_filter, "ShadowFilter"
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Option "$GLLIGHTMNU_LIGHTSHADOW_DITHER", gl_light_shadow_nearest_dither, "YesNo"
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Option "$GLLIGHTMNU_LIGHTSHADOWMAPQUALITY", gl_shadowmap_quality, "ShadowMapQuality"
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StaticText " "
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Option "$GLPREFMNU_SWLMBANDED", gl_bandedswlight, "OnOff"
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