Use nearest sampling for shadow blur

This commit is contained in:
Vincent Lejeune 2014-11-18 03:18:32 +01:00
parent 29afd22b68
commit dd0c98fd16

View File

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