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Disable shadows even harder
On GPUs that can detect when all fragments in an execution group take the same branch, this might run faster. Even if it doesn't, it might suppress any weirdness coming from sampling the dummy shadow maps.
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@ -104,6 +104,8 @@ namespace SceneUtil
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("shadowTexture" + std::to_string(i - mShadowSettings->getBaseShadowTextureUnit())).c_str(),
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static_cast<int>(i)));
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}
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stateset.addUniform(new osg::Uniform("maximumShadowMapDistance", 0.00001f));
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stateset.addUniform(new osg::Uniform("shadowFadeStart", 0.0f));
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}
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ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode,
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