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remove glowbin as it's own render pass
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ca5cb3f85f
commit
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19 changed files with 44 additions and 510 deletions
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@ -2519,23 +2519,22 @@ void AlphaTestGLSL::processPix( Vector<ShaderComponent*> &componentList,
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//****************************************************************************
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// GlowMask
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//****************************************************************************
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void GlowMaskGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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output = NULL;
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// Get the output color... and make it black to mask out
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// glow passes rendered before us.
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//
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// The shader compiler will optimize out all the other
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// code above that doesn't contribute to the alpha mask.
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Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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if ( color )
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output = new GenOp( " @.rgb = vec3(0);\r\n", color );
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//determine output target
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ShaderFeature::OutputTarget inTarg, outTarg;
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inTarg = outTarg = ShaderFeature::DefaultTarget;
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if (fd.features[MFT_isDeferred])
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{
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inTarg = ShaderFeature::RenderTarget1;
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outTarg = ShaderFeature::RenderTarget3;
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}
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Var* inCol = (Var*)LangElement::find(getOutputTargetVarName(inTarg));
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Var* outCol = (Var*)LangElement::find(getOutputTargetVarName(outTarg));
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output = new GenOp(" @.rgb += @.rgb*10;\r\n", outCol, inCol);
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}
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//****************************************************************************
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// RenderTargetZero
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//****************************************************************************
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