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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
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@@ -860,6 +860,9 @@ static void updateFastFaceRow(
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g_settings->getBool("enable_shaders") &&
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g_settings->getBool("enable_waving_water");
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static thread_local const bool force_not_tiling =
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g_settings->getBool("enable_dynamic_shadows");
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v3s16 p = startpos;
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u16 continuous_tiles_count = 1;
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@@ -898,7 +901,8 @@ static void updateFastFaceRow(
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waving,
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next_tile);
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if (next_makes_face == makes_face
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if (!force_not_tiling
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&& next_makes_face == makes_face
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&& next_p_corrected == p_corrected + translate_dir
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&& next_face_dir_corrected == face_dir_corrected
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&& memcmp(next_lights, lights, sizeof(lights)) == 0
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