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@@ -39,9 +39,11 @@ new GFXStateBlockData( AL_VectorLightState )
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mSamplerNames[0] = "prePassBuffer";
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samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
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mSamplerNames[1] = "shadowMap";
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- samplerStates[2] = SamplerClampLinear; // SSAO Mask
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- mSamplerNames[2] = "ssaoMask";
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- samplerStates[3] = SamplerWrapPoint; // Random Direction Map
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+ samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
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+ mSamplerNames[2] = "dynamicShadowMap";
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+ samplerStates[3] = SamplerClampLinear; // SSAO Mask
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+ mSamplerNames[3] = "ssaoMask";
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+ samplerStates[4] = SamplerWrapPoint; // Random Direction Map
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cullDefined = true;
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cullMode = GFXCullNone;
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@@ -114,8 +116,10 @@ new GFXStateBlockData( AL_ConvexLightState )
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mSamplerNames[0] = "prePassBuffer";
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samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
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mSamplerNames[1] = "shadowMap";
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- samplerStates[2] = SamplerClampLinear; // Cookie Map
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- samplerStates[3] = SamplerWrapPoint; // Random Direction Map
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+ samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
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+ mSamplerNames[2] = "dynamicShadowMap";
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+ samplerStates[3] = SamplerClampLinear; // Cookie Map
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+ samplerStates[4] = SamplerWrapPoint; // Random Direction Map
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cullDefined = true;
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cullMode = GFXCullCW;
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