Adds USE_FP_SHADOW to shader context only for GL ARB.
This was SVN commit r26712.
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@ -218,8 +218,11 @@ void CSceneRenderer::ReloadShaders()
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if (g_RenderingOptions.GetShadows())
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{
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m->globalContext.Add(str_USE_SHADOW, str_1);
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if (g_VideoMode.GetBackendDevice()->GetCapabilities().ARBShadersShadow)
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if (g_VideoMode.GetBackend() == CVideoMode::Backend::GL_ARB &&
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g_VideoMode.GetBackendDevice()->GetCapabilities().ARBShadersShadow)
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{
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m->globalContext.Add(str_USE_FP_SHADOW, str_1);
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}
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if (g_RenderingOptions.GetShadowPCF())
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m->globalContext.Add(str_USE_SHADOW_PCF, str_1);
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const int cascadeCount = m->shadow.GetCascadeCount();
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