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https://github.com/celisej567/Fake-CSM-Mapbase.git
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@@ -18,10 +18,13 @@
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVarRef mat_slopescaledepthbias_shadowmap("mat_slopescaledepthbias_shadowmap");
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static ConVarRef mat_depthbias_shadowmap("mat_depthbias_shadowmap");
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//ConVar csm_slopescaledepthbias_shadowmap("csm_slopescaledepthbias_shadowmap", "0.00005");
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//ConVar csm_depthbias_shadowmap("csm_depthbias_shadowmap", "4");
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static ConVar scissor("r_flashlightscissor", "0");
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ConVar csm_enable("csm_enable", "1");
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//ConVarRef csm_second_intensity("csm_second_intensity");
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ConVar csm_intensity("csm_intensity", "1000");
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#ifdef MAPBASE
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//static ConVar csm_ortho("csm_ortho","0", 0, "Turn light into ortho. Im lazy right now to make this works fine");
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@@ -172,7 +175,6 @@ void C_EnvCascadeLight::OnDataChanged( DataUpdateType_t updateType )
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BaseClass::OnDataChanged( updateType );
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}
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ConVar csm_intensity("csm_intensity","1");
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void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
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{
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@@ -300,8 +302,8 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
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state.m_Color[3] = m_flAmbient; // fixme: need to make ambient work m_flAmbient;
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state.m_NearZ = m_flNearZ;
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state.m_FarZ = m_flFarZ;
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state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
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state.m_flShadowSlopeScaleDepthBias = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();//csm_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = ConVarRef("mat_depthbias_shadowmap").GetFloat();//csm_depthbias_shadowmap.GetFloat();
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state.m_bEnableShadows = m_bEnableShadows;
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state.m_pSpotlightTexture = materials->FindTexture(m_SpotlightTextureName, TEXTURE_GROUP_OTHER, false);
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state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
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@@ -608,8 +610,8 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
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m_flFarZ = 16000;
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state.m_NearZ = m_flNearZ;
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state.m_FarZ = m_flFarZ;
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state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
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state.m_flShadowSlopeScaleDepthBias = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();//csm_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = ConVarRef("mat_depthbias_shadowmap").GetFloat();//csm_depthbias_shadowmap.GetFloat();
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state.m_bEnableShadows = m_bEnableShadows;
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state.m_pSpotlightTexture = materials->FindTexture(m_SpotlightTextureName, TEXTURE_GROUP_OTHER, false);
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state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
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