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@@ -283,7 +283,8 @@ void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode,
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m_poly_count[SOLID_NORMAL_AND_DEPTH_PASS] += solid_poly_count;
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m_poly_count[SHADOW_PASS] += shadow_poly_count;
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PROFILER_POP_CPU_MARKER();
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#if !defined(USE_GLES2)
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// Shadows
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{
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// To avoid wrong culling, use the largest view possible
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@@ -312,8 +313,8 @@ void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode,
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}
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}
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irr_driver->getSceneManager()->setActiveCamera(camnode);
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}
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#endif // !defined(USE_GLES2)
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PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
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glDepthMask(GL_TRUE);
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@@ -457,7 +458,7 @@ void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode,
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glDisable(GL_BLEND);
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m_rtts->getFBO(FBO_COLORS).bind();
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m_post_processing->renderRHDebug(m_rtts->getRadianceHintFrameBuffer().getRTT()[0],
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m_rtts->getRadianceHintFrameBuffer().getRTT()[1],
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m_rtts->getRadianceHintFrameBuffer().getRTT()[1],
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m_rtts->getRadianceHintFrameBuffer().getRTT()[2],
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m_shadow_matrices.getRHMatrix(),
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m_shadow_matrices.getRHExtend());
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@@ -867,7 +868,7 @@ void ShaderBasedRenderer::render(float dt)
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float tmp[2];
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tmp[0] = float(irr_driver->getActualScreenSize().Width);
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tmp[1] = float(irr_driver->getActualScreenSize().Height);
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glBindBuffer(GL_UNIFORM_BUFFER,
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glBindBuffer(GL_UNIFORM_BUFFER,
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SharedGPUObjects::getViewProjectionMatricesUBO());
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glBufferSubData(GL_UNIFORM_BUFFER, (16 * 9) * sizeof(float),
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2 * sizeof(float), tmp);
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