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Use CLAMP_TO_EDGE for shadows
Partially mitigates https://gitlab.com/OpenMW/openmw/-/issues/7944 The border was necessary in the olden days when the FFP might have shadows, but they require shaders now.
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@ -558,11 +558,9 @@ MWShadowTechnique::ShadowData::ShadowData(MWShadowTechnique::ViewDependentData*
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_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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_texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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// the shadow comparison should fail if object is outside the texture
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_texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
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_texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
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_texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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//_texture->setBorderColor(osg::Vec4(0.0f,0.0f,0.0f,0.0f));
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// the shader clips sampled coordinates, so no need for border
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_texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
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_texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);
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// set up the camera
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_camera = new osg::Camera;
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