Use nearest sampling for shadow blur
This commit is contained in:
parent
29afd22b68
commit
dd0c98fd16
@ -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;
|
||||||
|
Loading…
Reference in New Issue
Block a user