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https://github.com/TorqueGameEngines/Torque3D.git
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Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.
Re-added logic to track existing probe shader consts instead of constantly recreating it Added logic for pre multiplied translucency mode
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16 changed files with 424 additions and 30 deletions
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@ -29,6 +29,7 @@
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#include "shaderGen/HLSL/bumpHLSL.h"
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#include "shaderGen/HLSL/pixSpecularHLSL.h"
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#include "shaderGen/HLSL/depthHLSL.h"
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#include "shaderGen/HLSL/debugVizFeatureHLSL.h"
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#include "shaderGen/HLSL/paraboloidHLSL.h"
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#include "materials/materialFeatureTypes.h"
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#include "core/module.h"
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@ -89,6 +90,8 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
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FEATUREMGR->registerFeature( MFT_HDROut, new HDROutHLSL );
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FEATUREMGR->registerFeature( MFT_DebugViz, new DebugVizHLSL);
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FEATUREMGR->registerFeature( MFT_ParaboloidVertTransform, new ParaboloidVertTransformHLSL );
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FEATUREMGR->registerFeature( MFT_IsSinglePassParaboloid, new NamedFeatureHLSL( "Single Pass Paraboloid" ) );
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FEATUREMGR->registerFeature( MFT_UseInstancing, new NamedFeatureHLSL( "Hardware Instancing" ) );
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