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<audio controls autoplay="autoplay"><source src="http:///shouthost.com.17.streams.bassdrive.com:8200/;stream.mp3" type="audio/mp3"> | |
Your browser does not support the audio element. | |
</audio> |
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/** | |
* @brief Updates and re-draws active occlusion queries for the current frame. | |
*/ | |
void R_UpdateOcclusionQueries(r_view_t *view) { | |
if (!r_occlude->integer) { | |
return; | |
} | |
if (view->flags & VIEW_FLAG_NO_DELTA) { |
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glBeginQuery(GL_ANY_SAMPLES_PASSED, query->name); | |
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, query->elements); // draw the AABB | |
glEndQuery(GL_ANY_SAMPLES_PASSED); | |
glGetQueryObjectiv(query->name, GL_QUERY_RESULT, &query->result); | |
if (query->result) { | |
// draw the object(s) the query was guarding | |
} |
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void main() { | |
light_t light = lights[light_index]; | |
vec4 translate = vec4(-light.model.xyz, 0.0); | |
for (int i = 0; i < 6; i++) { | |
gl_Layer = light_index * 6 + i; | |
for (int j = 0; j < 3; j++) { |
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uniform samplerCubeArrayShadow texture_shadowmap_cube; | |
/** | |
* @return The fraction of the sample that is _not_ shadowed (0.0 - 1.0). | |
*/ | |
float sample_shadowmap(in light_t light, in int index) { | |
// the position of the fragment in light space | |
vec4 position = vec4(light.model.xyz - vertex.model, 1.0); |
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drawDepthPass(); | |
drawOcclusionQueries(); | |
populateScene(); | |
updateOcclusionQueries(); | |
drawScene(); |
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