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use textureGather for shadow PCF
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@@ -2424,6 +2424,12 @@ void opengl33_renderer::Render(scene::basic_region *Region)
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// at this stage the z-buffer is filled with only ground geometry
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Update_Mouse_Position();
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}
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// draw opaque cells front-to-back: with the depth test enabled this
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// lets the GPU reject hidden fragments early, before the (expensive)
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// lit fragment shader runs on them. Order is irrelevant to the final
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// image for opaque geometry, so this is purely a fill-rate win.
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std::sort( std::begin( m_cellqueue ), std::end( m_cellqueue ),
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[]( distancecell_pair const &Left, distancecell_pair const &Right ) { return Left.first < Right.first; } );
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Render(std::begin(m_cellqueue), std::end(m_cellqueue));
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break;
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}
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