Made env_global_light start using different cvars for shadow map resolution and filter size

This commit is contained in:
Blixibon 2021-05-27 11:41:52 -05:00
parent dcd7b95b62
commit adada8f56e

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@ -27,7 +27,9 @@ ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "0" );
ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "0" );
static ConVar cl_globallight_slopescaledepthbias_shadowmap( "cl_globallight_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
static ConVar cl_globallight_shadowfiltersize( "cl_globallight_shadowfiltersize", "0.1", FCVAR_CHEAT );
static ConVar cl_globallight_depthbias_shadowmap( "cl_globallight_depthbias_shadowmap", "0.00001", FCVAR_CHEAT );
static ConVar cl_globallight_depthres( "cl_globallight_depthres", "8192", FCVAR_CHEAT );
#else
ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "-800" );
ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "1600" );
@ -291,6 +293,8 @@ void C_GlobalLight::ClientThink()
#ifdef MAPBASE
//state.m_bDrawShadowFrustum = true; // Don't draw that huge debug thing
state.m_flShadowMapResolution = cl_globallight_depthres.GetFloat();
state.m_flShadowFilterSize = cl_globallight_shadowfiltersize.GetFloat();
state.m_flShadowSlopeScaleDepthBias = cl_globallight_slopescaledepthbias_shadowmap.GetFloat();
state.m_flShadowDepthBias = cl_globallight_depthbias_shadowmap.GetFloat();
state.m_bEnableShadows = m_bEnableShadows;