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forked from 0ad/0ad

Adds USE_FP_SHADOW to shader context only for GL ARB.

This was SVN commit r26712.
This commit is contained in:
Vladislav Belov 2022-03-26 19:00:28 +00:00
parent 6e3b33806c
commit 4934784266

View File

@ -218,8 +218,11 @@ void CSceneRenderer::ReloadShaders()
if (g_RenderingOptions.GetShadows())
{
m->globalContext.Add(str_USE_SHADOW, str_1);
if (g_VideoMode.GetBackendDevice()->GetCapabilities().ARBShadersShadow)
if (g_VideoMode.GetBackend() == CVideoMode::Backend::GL_ARB &&
g_VideoMode.GetBackendDevice()->GetCapabilities().ARBShadersShadow)
{
m->globalContext.Add(str_USE_FP_SHADOW, str_1);
}
if (g_RenderingOptions.GetShadowPCF())
m->globalContext.Add(str_USE_SHADOW_PCF, str_1);
const int cascadeCount = m->shadow.GetCascadeCount();