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Initial implementation of Custom Shader Features.
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12 changed files with 595 additions and 9 deletions
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@ -460,6 +460,8 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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featureData.features = features;
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featureData.materialFeatures = features;
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Vector<CustomShaderFeatureData*> customFeatures;
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// Check to see how many vertex shader output
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// registers we're gonna need.
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U32 numTex = 0;
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@ -502,7 +504,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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const bool logErrors = matCount == 1;
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GFXShader::setLogging( logErrors, true );
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pass->shader = SHADERGEN->getShader( featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
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pass->shader = SHADERGEN->getShader( featureData, customFeatures, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
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}
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// If we got a shader then we can continue.
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