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https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-23 20:09:45 +03:00
Added properly overridden projected texture shadow depth bias cvar values
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@@ -25,6 +25,9 @@ ConVar cl_globallight_freeze( "cl_globallight_freeze", "0" );
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// You can set these as KV anyway.
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ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "0" );
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ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "0" );
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static ConVar cl_globallight_slopescaledepthbias_shadowmap( "cl_globallight_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
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static ConVar cl_globallight_depthbias_shadowmap( "cl_globallight_depthbias_shadowmap", "0.00001", FCVAR_CHEAT );
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#else
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ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "-800" );
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ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "1600" );
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@@ -286,16 +289,19 @@ void C_GlobalLight::ClientThink()
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state.m_bOrtho = false;
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}
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#ifndef MAPBASE // Don't draw that huge debug thing
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#ifdef MAPBASE
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//state.m_bDrawShadowFrustum = true; // Don't draw that huge debug thing
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state.m_flShadowSlopeScaleDepthBias = cl_globallight_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = cl_globallight_depthbias_shadowmap.GetFloat();
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state.m_bEnableShadows = m_bEnableShadows;
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state.m_pSpotlightTexture = m_SpotlightTexture;
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state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
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#else
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state.m_bDrawShadowFrustum = true;
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#endif
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/*state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias();;
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state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias();*/
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state.m_bEnableShadows = m_bEnableShadows;
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state.m_pSpotlightTexture = m_SpotlightTexture;
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#ifdef MAPBASE
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state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
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#else
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state.m_nSpotlightTextureFrame = 0;
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#endif
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