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cleanups for shadergen and the visibility feature
math fixes, feature inclusion removal. will still need to circle back on why the crosshatch.. isn't
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328319b853
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21c17d0ed1
4 changed files with 11 additions and 27 deletions
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@ -453,12 +453,12 @@ Var* ShaderFeatureHLSL::addOutVpos( MultiLine *meta,
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outVpos = connectComp->getElement( RT_TEXCOORD );
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outVpos->setName( "outVpos" );
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outVpos->setStructName( "OUT" );
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outVpos->setType( "float4" );
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outVpos->setType( "float3" );
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Var *outPosition = (Var*) LangElement::find( "hpos" );
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AssertFatal( outPosition, "ShaderFeatureHLSL::addOutVpos - Didn't find the output position." );
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meta->addStatement( new GenOp( " @ = @;\r\n", outVpos, outPosition ) );
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meta->addStatement( new GenOp( " @ = @.xyz;\r\n", outVpos, outPosition ) );
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}
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return outVpos;
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@ -2686,7 +2686,7 @@ void FoliageFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
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tangent->setType( "float3" );
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tangent->setName( "T" );
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LangElement *tangentDec = new DecOp( tangent );
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meta->addStatement( new GenOp( " @;\n", tangentDec ) );
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meta->addStatement( new GenOp( " @ = float3(1.0,0,0);\n", tangentDec ) );
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// We add a float foliageFade to the OUT structure.
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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