float g_water_fog;
int g_light_count;
int g_light_preview;
+ int g_shadow_samples;
}
ub_world_lighting;
winf->g_light_directions[0][3] = gpipeline.shadow_length;
winf->g_light_colours[0][3] = gpipeline.shadow_spread;
+ if( vg.quality_profile == k_quality_profile_low )
+ winf->g_shadow_samples = 0;
+ else
+ winf->g_shadow_samples = 8;
+
glBindBuffer( GL_UNIFORM_BUFFER, gpipeline.ubo_world_lighting );
glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting),
&gpipeline.ub_world_lighting );