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Added getShaderModel string to D3D11 for use with shader version macros.
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3 changed files with 9 additions and 3 deletions
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@ -790,9 +790,8 @@ bool GFXD3D11Shader::_init()
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d3dMacros[i+smGlobalMacros.size()].Definition = mMacros[i].value.c_str();
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}
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//TODO support D3D_FEATURE_LEVEL properly with shaders instead of hard coding at hlsl 5
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d3dMacros[macroCount - 2].Name = "TORQUE_SM";
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d3dMacros[macroCount - 2].Definition = "50";
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d3dMacros[macroCount - 2].Definition = D3D11->getShaderModel().c_str();
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memset(&d3dMacros[macroCount - 1], 0, sizeof(D3D_SHADER_MACRO));
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