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@@ -48,6 +48,7 @@ static const float DEFAULT_SHADOWFADESTART = 0.8f;
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static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
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static const float DEFAULT_SHADOWQUANTIZE = 0.5f;
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static const float DEFAULT_SHADOWMINVIEW = 3.0f;
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static const float DEFAULT_SHADOWMINVIEW = 3.0f;
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static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
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static const float DEFAULT_SHADOWNEARFARRATIO = 0.002f;
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+static const float DEFAULT_SHADOWSPLIT = 1000.0f;
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static const char* typeNames[] =
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static const char* typeNames[] =
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{
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{
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@@ -87,7 +88,7 @@ Light::Light(Context* context) :
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Drawable(context, DRAWABLE_LIGHT),
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Drawable(context, DRAWABLE_LIGHT),
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lightType_(DEFAULT_LIGHTTYPE),
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lightType_(DEFAULT_LIGHTTYPE),
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shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
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shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
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- shadowCascade_(CascadeParameters(M_LARGE_VALUE, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
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+ shadowCascade_(CascadeParameters(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
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shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
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shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
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lightQueue_(0),
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lightQueue_(0),
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specularIntensity_(DEFAULT_SPECULARINTENSITY),
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specularIntensity_(DEFAULT_SPECULARINTENSITY),
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@@ -132,7 +133,7 @@ void Light::RegisterObject(Context* context)
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ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
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ATTRIBUTE(Light, VAR_BOOL, "Focus To Scene", shadowFocus_.focus_, true, AM_DEFAULT);
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ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
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ATTRIBUTE(Light, VAR_BOOL, "Non-uniform View", shadowFocus_.nonUniform_, true, AM_DEFAULT);
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ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
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ATTRIBUTE(Light, VAR_BOOL, "Auto-Reduce Size", shadowFocus_.autoSize_, true, AM_DEFAULT);
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- ATTRIBUTE(Light, VAR_VECTOR4, "CSM Splits", shadowCascade_.splits_, Vector4(1000.0f, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
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+ ATTRIBUTE(Light, VAR_VECTOR4, "CSM Splits", shadowCascade_.splits_, Vector4(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f), AM_DEFAULT);
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ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
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ATTRIBUTE(Light, VAR_FLOAT, "CSM Fade Start", shadowCascade_.fadeStart_, DEFAULT_SHADOWFADESTART, AM_DEFAULT);
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ATTRIBUTE(Light, VAR_FLOAT, "CSM Bias Auto Adjust", shadowCascade_.biasAutoAdjust_, DEFAULT_BIASAUTOADJUST, AM_DEFAULT);
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ATTRIBUTE(Light, VAR_FLOAT, "CSM Bias Auto Adjust", shadowCascade_.biasAutoAdjust_, DEFAULT_BIASAUTOADJUST, AM_DEFAULT);
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ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
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ATTRIBUTE(Light, VAR_FLOAT, "View Size Quantize", shadowFocus_.quantize_, DEFAULT_SHADOWQUANTIZE, AM_DEFAULT);
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