Use nearest sampling for shadow blur
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@@ -471,7 +471,7 @@ public:
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ComputeGaussian6HBlurShader();
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};
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class ComputeShadowBlurHShader : public ShaderHelperSingleton<ComputeShadowBlurHShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
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class ComputeShadowBlurHShader : public ShaderHelperSingleton<ComputeShadowBlurHShader, core::vector2df, float>, public TextureRead<Neared_Clamped_Filtered>
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{
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public:
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GLuint TU_dest;
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@@ -517,7 +517,7 @@ public:
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ComputeGaussian6VBlurShader();
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};
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class ComputeShadowBlurVShader : public ShaderHelperSingleton<ComputeShadowBlurVShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
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class ComputeShadowBlurVShader : public ShaderHelperSingleton<ComputeShadowBlurVShader, core::vector2df, float>, public TextureRead<Neared_Clamped_Filtered>
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{
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public:
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GLuint TU_dest;
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