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();
};
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:
GLuint TU_dest;
@ -517,7 +517,7 @@ public:
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:
GLuint TU_dest;