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https://github.com/MaSzyna-EU07/maszyna.git
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Add the optional Radius, ShadeSelf, CastShadows and SoftFalloff of FreeSpotLight and make FalloffAngle 360 a point light
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@@ -153,6 +153,16 @@ void opengl46_local_shadows::init()
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glClearTexImage(m_emptyheadlights, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &farthest);
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}
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void opengl46_local_shadows::set_near(float const Near)
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{
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glProgramUniform1f(*m_program, NEAR_LOCATION, Near);
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glProgramUniform1f(*m_alpha_program, NEAR_LOCATION, Near);
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if (m_multidraw_program)
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glProgramUniform1f(*m_multidraw_program, NEAR_LOCATION, Near);
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if (m_alpha_multidraw_program)
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glProgramUniform1f(*m_alpha_multidraw_program, NEAR_LOCATION, Near);
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}
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void opengl46_local_shadows::set_layer(int const Layer)
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{
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glProgramUniform1i(*m_program, LAYER_LOCATION, Layer);
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@@ -229,6 +239,7 @@ void opengl46_local_shadows::gpu_begin_cab()
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{
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m_timer.begin();
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set_layer(CAB_SLOT * 6);
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set_near(SHADOW_NEAR);
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setup_drawing(m_framebuffer, m_size);
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float const farthest{0.f};
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glClearNamedFramebufferfv(m_framebuffer, GL_DEPTH, 0, &farthest);
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@@ -254,6 +265,8 @@ void opengl46_local_shadows::gpu_begin_lamp(int const Scenerycube, int const Wor
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glClearTexSubImage(m_lampstexture, 0, 0, 0, Scenerycube * 6, m_lampssize, m_lampssize, 6, GL_DEPTH_COMPONENT, GL_FLOAT, &farthest);
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}
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set_layer((Vehicles ? Workingcube : Scenerycube) * 6);
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// the near plane of the lamp, which the shading reads the map with (lamp_weights())
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set_near(m_lampnear);
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setup_drawing(m_lampsframebuffer, m_lampssize);
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}
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