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@@ -17,6 +17,7 @@ class CascadeShadowMap extends DirShadowMap {
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public var firstCascadeSize : Float = 10.0;
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public var castingMaxDist : Float = 0.0;
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public var cascade(default, set) = 1;
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+ public var highPrecision : Bool = false;
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public function set_cascade(v) {
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cascade = v;
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lightCameras = [];
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@@ -188,7 +189,7 @@ class CascadeShadowMap extends DirShadowMap {
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}
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texture.depthBuffer = depth;
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#else
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- var texture = ctx.textures.allocTarget("cascadeShadowMap_"+i, size, size, false, Depth16);
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+ var texture = ctx.textures.allocTarget("cascadeShadowMap_"+i, size, size, false, highPrecision ? Depth32 : Depth16);
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#end
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// Bilinear depth only make sense if we use sample compare to get weighted shadow occlusion which we doesn't support yet.
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texture.filter = Nearest;
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