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https://github.com/TorqueGameEngines/Torque3D.git
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from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog
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dda0cc9aa7
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8 changed files with 15 additions and 4 deletions
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@ -105,6 +105,7 @@ ImplementFeatureType( MFT_ImposterVert, MFG_PreTransform, 1.0, false );
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// Deferred Shading
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ImplementFeatureType( MFT_isDeferred, U32(-1), -1, true );
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ImplementFeatureType( MFT_SkyBox, MFG_Transform, 1.0f, false );
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ImplementFeatureType( MFT_isBackground, MFG_Transform, 1.0f, false );
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ImplementFeatureType( MFT_SkyBox, MFG_Transform, 2.0f, false );
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ImplementFeatureType( MFT_HardwareSkinning, MFG_Transform,-2.0, false );
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@ -192,6 +192,7 @@ DeclareFeatureType( MFT_HardwareSkinning );
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// Deferred Shading
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DeclareFeatureType( MFT_isDeferred );
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DeclareFeatureType( MFT_isBackground );
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DeclareFeatureType( MFT_SkyBox );
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DeclareFeatureType( MFT_MatInfoFlags );
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#endif // _MATERIALFEATURETYPES_H_
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@ -452,6 +452,10 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
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// Deferred Shading : Material Info Flags
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fd.features.addFeature(MFT_MatInfoFlags);
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if (features.hasFeature(MFT_isBackground))
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{
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fd.features.addFeature(MFT_isBackground);
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}
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if (features.hasFeature(MFT_SkyBox))
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{
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fd.features.addFeature(MFT_StaticCubemap);
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