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clean code
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3e4cbfd2dc
commit
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2 changed files with 0 additions and 8 deletions
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@ -301,14 +301,12 @@ QOpenGLFramebufferObject* TextureCache::getShadowFramebufferObject() {
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glBindTexture(GL_TEXTURE_2D, _shadowDepthTextureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
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0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
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//0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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const float DISTANT_BORDER[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, DISTANT_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -94,10 +94,4 @@ void main(void) {
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vec4 specularColor = specularVal;
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gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normalVal.a);
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}
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/* //DEBUG:
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if (gl_FragCoord.x > 1024) {
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gl_FragColor = vec4(debugShadowMap(shadowAttenuation, shadowTexcoord) * diffuse, normalVal.a);
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}
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*/
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}
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