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Merge pull request #269 from FlayaN/deferred-shadows
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chore: update to latest CLIB-NG
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doodlum authored Apr 9, 2024
2 parents 6cc6d40 + cdc6ce3 commit d64a56e
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion src/Bindings.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -419,7 +419,7 @@ void Bindings::DeferredPasses()
// Only render directional shadows if the game has a directional shadow caster
auto shadowSceneNode = RE::BSShaderManager::State::GetSingleton().shadowSceneNode[0];
auto shadowDirLight = (RE::BSShadowLight*)shadowSceneNode->GetRuntimeData().shadowDirLight;
bool dirShadow = shadowDirLight && shadowDirLight->maskSelect == 0;
bool dirShadow = shadowDirLight && shadowDirLight->shadowLightIndex == 0;

if (dirShadow) {
if (ScreenSpaceShadows::GetSingleton()->loaded) {
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