Shadows now working on NVIDIA cards too
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@@ -344,11 +344,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
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glActiveTexture(GL_TEXTURE13);
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glActiveTexture(GL_TEXTURE30);
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if (m_ShadowPass->DepthMap() != NULL) {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
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}
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else {
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} else {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
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}
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