OpenGL2: "Fix" cg_shadows 4.
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@@ -1604,26 +1604,26 @@ const void *RB_PostProcess(const void *data)
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if (0 && r_sunlightMode->integer)
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{
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ivec4_t dstBox;
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VectorSet4(dstBox, 0, 0, 128, 128);
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VectorSet4(dstBox, 0, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 128, 0, 128, 128);
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VectorSet4(dstBox, 128, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 256, 0, 128, 128);
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VectorSet4(dstBox, 256, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 384, 0, 128, 128);
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VectorSet4(dstBox, 384, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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}
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if (0 && r_shadows->integer == 4)
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if (1 && r_shadows->integer == 4)
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{
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ivec4_t dstBox;
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VectorSet4(dstBox, 0, glConfig.vidHeight - 128, 128, 128);
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VectorSet4(dstBox, 512 + 0, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 128, glConfig.vidHeight - 128, 128, 128);
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VectorSet4(dstBox, 512 + 128, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 256, glConfig.vidHeight - 128, 128, 128);
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VectorSet4(dstBox, 512 + 256, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 384, glConfig.vidHeight - 128, 128, 128);
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VectorSet4(dstBox, 512 + 384, glConfig.vidHeight - 128, 128, 128);
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FBO_BlitFromTexture(tr.pshadowMaps[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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}
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