Use clamp mode for tex shadow
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cc7f95163c
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@ -849,8 +849,8 @@ GLuint createShadowSampler()
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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int aniso = UserConfigParams::m_anisotropic;
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if (aniso == 0) aniso = 1;
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@ -865,8 +865,8 @@ void BindTextureShadow(GLuint TU, GLuint tex)
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glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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}
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