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Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
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f0776fa557
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49f4fddd77
8 changed files with 66 additions and 31 deletions
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@ -237,10 +237,12 @@ void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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componentList );
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}
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const bool useFoliageTexCoord = fd.features[MFT_Foliage];
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if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
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addOutDetailTexCoord( componentList,
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meta,
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useTexAnim );
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useTexAnim, useFoliageTexCoord);
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output = meta;
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}
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@ -245,10 +245,12 @@ void DeferredBumpFeatHLSL::processVert( Vector<ShaderComponent*> &componentLis
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componentList );
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}
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const bool useFoliageTexCoord = fd.features[MFT_Foliage];
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if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
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addOutDetailTexCoord( componentList,
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meta,
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useTexAnim );
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useTexAnim, useFoliageTexCoord);
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output = meta;
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}
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