Various shadow calculation methods implemented and ready for use.
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@@ -320,15 +320,13 @@ void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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}
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//for (int i = 0; i < m_ShadowPass->CurrentNrOfSplits(); i++)
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//{
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glActiveTexture(GL_TEXTURE4);
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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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} else {
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
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}
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//}
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glActiveTexture(GL_TEXTURE4);
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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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glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
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}
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}
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