rail targeting
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 209bed692d5bc5777fbb3db122b4410ab2a96b56..317b30110bc2d6df942816a258f60940871eec82 100644 (file)
--- a/render.h
+++ b/render.h
@@ -49,6 +49,7 @@ VG_STATIC struct pipeline
       float g_water_fog;
       int g_light_count;
       int g_light_preview;
+      int g_shadow_samples;
    }
    ub_world_lighting;
 
@@ -169,6 +170,11 @@ VG_STATIC void render_update_lighting_ub(void)
    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 );