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https://github.com/celisej567/Fake-CSM-Mapbase.git
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@@ -260,18 +260,6 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
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state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality
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state.m_bOrtho = csm_ortho.GetBool();
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if (state.m_bOrtho)
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{
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state.m_fOrthoLeft = csm_ortho_left.GetInt();
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state.m_fOrthoTop = csm_ortho_top.GetInt();
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state.m_fOrthoRight = csm_ortho_right.GetInt();
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state.m_fOrthoBottom = csm_ortho_bottom.GetInt();
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state.m_fLinearAtten = ConVarRef("csm_current_distance").GetInt() * 2;
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state.m_FarZAtten = ConVarRef("csm_current_distance").GetInt() * 2;
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}
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if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE)
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@@ -300,8 +288,8 @@ void C_EnvCascadeLight::UpdateLight( bool bForceUpdate )
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g_pClientShadowMgr->UpdateProjectedTexture(m_LightHandle, true);
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mat_slopescaledepthbias_shadowmap.SetValue("4");
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mat_depthbias_shadowmap.SetValue("0.000001");
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//mat_slopescaledepthbias_shadowmap.SetValue("4");
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//mat_depthbias_shadowmap.SetValue("0.000001");
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scissor.SetValue("0");
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}
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@@ -486,20 +474,6 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
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state.m_nShadowQuality = m_nShadowQuality; // Allow entity to affect shadow quality
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state.m_bOrtho = csm_ortho.GetBool();
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if(state.m_bOrtho)
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{
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float flOrthoSize = 1000.0f;
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state.m_fOrthoLeft = -flOrthoSize;
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state.m_fOrthoTop = -flOrthoSize;
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state.m_fOrthoRight = flOrthoSize;
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state.m_fOrthoBottom = flOrthoSize;
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state.m_fLinearAtten = ConVarRef("csm_current_distance").GetInt() * 2;
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state.m_FarZAtten = ConVarRef("csm_current_distance").GetInt() * 2;
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}
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if (m_LightHandle == CLIENTSHADOW_INVALID_HANDLE)
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@@ -539,8 +513,8 @@ void C_EnvCascadeLightSecond::UpdateLight(bool bForceUpdate)
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m_flLightFOV = ConVarRef("csm_second_fov").GetFloat();
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mat_slopescaledepthbias_shadowmap.SetValue("4");
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mat_depthbias_shadowmap.SetValue("0.000001");
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//mat_slopescaledepthbias_shadowmap.SetValue("4");
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scissor.SetValue("0");
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}
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