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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-29 00:59:39 +00:00
yet more PostEffect::isEnabled -> enabled that somehow slipped through the search filter
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48a38f61ef
commit
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22 changed files with 26 additions and 26 deletions
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@ -113,7 +113,7 @@ function CameraMotionBlurPostFX::savePresetSettings(%this)
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//Our actual postFX
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singleton PostEffect( CameraMotionBlurPostFX )
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{
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isEnabled = false;
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enabled = false;
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renderTime = "PFXAfterDiffuse";
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shader = CameraMotionBlurPostFX_Shader;
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@ -50,7 +50,7 @@ singleton ShaderData( PFX_CausticsShader )
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singleton PostEffect( CausticsPFX )
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{
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isEnabled = false;
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enabled = false;
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renderTime = "PFXAfterDiffuse";
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renderBin = "ObjTranslucentBin";
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//renderPriority = 0.1;
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@ -132,7 +132,7 @@ function ChromaticAberrationPostFX::savePresetSettings(%this)
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//Our actual postFX
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singleton PostEffect( ChromaticAberrationPostFX )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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// Resolve the HDR before we render any editor stuff
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@ -404,7 +404,7 @@ function DepthOfFieldPostFX::setLerpDist( %this, %d0, %d1, %d2 )
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singleton PostEffect( DepthOfFieldPostFX )
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{
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isEnabled = false;
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enabled = false;
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renderTime = "PFXAfterBin";
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renderBin = "GlowBin";
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@ -84,7 +84,7 @@ singleton PostEffect( EdgeDetectPostEffect )
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texture[0] = "#deferred";
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target = "#edge";
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isEnabled = true;
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enabled = true;
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};
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singleton PostEffect( EdgeAAPostEffect )
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@ -49,7 +49,7 @@ singleton ShaderData( FXAA_ShaderData )
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singleton PostEffect( FXAAPostFX )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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@ -37,7 +37,7 @@ singleton ShaderData( PFX_FlashShader )
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singleton PostEffect( FlashFx )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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@ -63,5 +63,5 @@ singleton PostEffect( fogPostFX )
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renderPriority = 5;
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targetFormat = getBestHDRFormat();
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isEnabled = true;
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enabled = true;
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};
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@ -43,7 +43,7 @@ singleton GFXStateBlockData( GammaStateBlock : PFX_DefaultStateBlock )
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singleton PostEffect( GammaPostFX )
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{
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isEnabled = true;
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enabled = true;
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allowReflectPass = true;
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renderTime = "PFXBeforeBin";
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@ -77,7 +77,7 @@ singleton PostEffect( GlowPostFX )
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target = "$outTex";
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targetScale = "0.5 0.5";
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isEnabled = true;
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enabled = true;
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// Blur vertically
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new PostEffect()
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@ -146,7 +146,7 @@ singleton PostEffect( VolFogGlowPostFx )
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texture[0] = "$backbuffer";
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target = "$outTex";
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targetScale = "0.5 0.5";
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isEnabled = false;
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enabled = false;
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// Blur vertically
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new PostEffect()
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{
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@ -412,7 +412,7 @@ function HDRPostFX::savePresetSettings(%this)
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singleton PostEffect( HDRPostFX )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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// Resolve the HDR before we render any editor stuff
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@ -580,7 +580,7 @@ function LuminanceVisPostFX::setShaderConsts( %this )
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singleton PostEffect( LuminanceVisPostFX )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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// Render before we do any editor rendering.
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@ -120,7 +120,7 @@ function LUTColorGradePostFX::savePresetSettings(%this)
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//Our actual postFX
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singleton PostEffect( LUTColorGradePostFX )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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// Resolve the HDR before we render any editor stuff
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@ -69,7 +69,7 @@ singleton GFXStateBlockData( LightRayStateBlock : PFX_DefaultStateBlock )
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singleton PostEffect( LightRayPostFX )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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renderTime = "PFXBeforeBin";
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@ -119,7 +119,7 @@ singleton ShaderData( MLAA_NeighborhoodBlendingShader )
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singleton PostEffect( MLAAFx )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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@ -7,7 +7,7 @@ singleton PostEffect( reflectionProbeArrayPostFX )
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renderTime = "PFXAfterBin";
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renderBin = "ProbeBin";
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renderPriority = 9999;
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isEnabled = true;
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enabled = true;
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shader = PFX_ReflectionProbeArray;
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stateBlock = PFX_ReflectionProbeArrayStateBlock;
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@ -121,7 +121,7 @@ function SharpenPostFX::savePresetSettings(%this)
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//Our actual postFX
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singleton PostEffect( SharpenPostFX )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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// Resolve the HDR before we render any editor stuff
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@ -44,7 +44,7 @@ singleton ShaderData( PFX_TurbulenceShader )
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singleton PostEffect( TurbulencePostFX )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = true;
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renderTime = "PFXAfterDiffuse";
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@ -70,7 +70,7 @@ singleton PostEffect( underWaterFogPostFX )
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// Needs to happen after the FogPostFx
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renderPriority = 4;
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isEnabled = true;
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enabled = true;
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};
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function underWaterFogPostFX::onEnabled( %this )
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@ -81,7 +81,7 @@ singleton GFXStateBlockData( OVRBarrelDistortionStateBlock : PFX_DefaultStateBlo
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//-----------------------------------------------------------------------------
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singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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@ -107,7 +107,7 @@ singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX )
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//-----------------------------------------------------------------------------
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singleton BarrelDistortionPostEffect( OVRBarrelDistortionChromaPostFX )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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@ -132,7 +132,7 @@ singleton BarrelDistortionPostEffect( OVRBarrelDistortionChromaPostFX )
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//-----------------------------------------------------------------------------
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singleton PostEffect( OVRBarrelDistortionMonoPostFX )
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{
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isEnabled = false;
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enabled = false;
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allowReflectPass = false;
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renderTime = "PFXAfterDiffuse";
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@ -119,7 +119,7 @@ function VignettePostFX::savePresetSettings(%this)
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//Our actual postFX
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singleton PostEffect( VignettePostFX )
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{
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isEnabled = false;
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enabled = false;
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renderTime = "PFXBeforeBin";
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renderBin = "EditorBin";
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@ -36,7 +36,7 @@ singleton PostEffect( afxHighlightPostFX )
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renderTime = "PFXAfterDiffuse";
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renderBin = "HighlightBin";
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renderPriority = 1;
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isEnabled = true;
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enabled = true;
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shader = PFX_afxHighlightShader;
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stateBlock = PFX_afxDefaultHighlightStateBlock;
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@ -125,7 +125,7 @@ singleton PostEffect( AL_FormatCopy )
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{
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// This PostEffect is used by 'AL_FormatToken' directly. It is never added to
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// the PostEffectManager. Do not call enable() on it.
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isEnabled = false;
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enabled = false;
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allowReflectPass = true;
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shader = PFX_PassthruShader;
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