add camera-facing midtexture shadows to dynamic lights, off by default due to fps hit
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7c2b228c46
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8 changed files with 143 additions and 14 deletions
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@ -336,6 +336,7 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
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pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
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pipelineKey.ShaderKey.PreciseMidtextureTrace = gl_precise_midtextures_trace;
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pipelineKey.ShaderKey.ShadowmapFilter = std::clamp(int(gl_light_shadow_filter), 0, 15);
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pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
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@ -1091,6 +1092,7 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
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pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
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pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
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pipelineKey.ShaderKey.PreciseMidtextureTrace = gl_precise_midtextures_trace;
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pipelineKey.ShaderKey.ShadowmapFilter = std::clamp(int(gl_light_shadow_filter), 0, 15);
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pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
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