height(h),
lighting(l),
shadow_caster(c),
- sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp")),
- radius(1),
- depth_bias(4),
- darkness(1.0f),
- rendered(false)
+ sampler(Resources::get_global().get<Sampler>("_linear_clamp_shadow.samp"))
{
depth_buf.storage(DEPTH_COMPONENT32F, width, height, 1);
fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
fbo.set_debug_name(name+" [FBO]");
for(unsigned i=0; i<lights.size(); ++i)
lights[i].shadow_camera.set_debug_name(format("%s/light%d.camera", name, i));
- depth_buf.set_debug_name(name+"/depth.tex2d");
+ depth_buf.set_debug_name(name+"/depth.tex");
shdata.set_debug_name(name+" [UBO]");
#else
(void)name;