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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Handler binding on a scene level working
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7219899287
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9a5700addc
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@ -245,7 +245,7 @@ bool ProcessedCustomMaterial::init( const FeatureSet &features,
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return false;
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}
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rpd->shaderHandles.init( rpd->shader, mCustomMaterial );
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rpd->shaderHandles.init( rpd->shader, mCustomMaterial->mCustomShaderFeatures, mCustomMaterial );
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_initMaterialParameters();
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mDefaultParameters = allocMaterialParameters();
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setMaterialParameters( mDefaultParameters, 0 );
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@ -52,7 +52,7 @@
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///
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/// ShaderConstHandles
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///
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void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
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void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat /*=NULL*/)
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{
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mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
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mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
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@ -118,21 +118,19 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
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// Deferred Shading
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mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
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}
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void CustomFeatureShaderConstHandles::init(GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData)
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{
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for (U32 f = 0; f < customFeatureData.size(); ++f)
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{
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for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
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{
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handleData newSC;
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newSC.handle = shader->getShaderConstHandle(customFeatureData[f]->mAddedShaderConstants[i]);
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newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
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//custom features
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for (U32 f = 0; f < customFeatureData.size(); ++f)
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{
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for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
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{
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customHandleData newSC;
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newSC.handle = shader->getShaderConstHandle(String("$") + String(customFeatureData[f]->mAddedShaderConstants[i]));
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newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
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mHandles.push_back(newSC);
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}
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}
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mCustomHandles.push_back(newSC);
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}
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}
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}
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///
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@ -674,10 +672,7 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
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rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
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if( !rpd.shader )
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return false;
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rpd.shaderHandles.init( rpd.shader );
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//Store our customShaderFeature handles
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rpd.customFeatureShaderHandles.init(rpd.shader, mMaterial->mCustomShaderFeatures);
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rpd.shaderHandles.init( rpd.shader, mMaterial->mCustomShaderFeatures);
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// If a pass glows, we glow
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if( rpd.mGlow )
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@ -1216,6 +1211,31 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
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shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
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if( handles->mAccuSpecularSC->isValid() )
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shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
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/*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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{
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//roll through and try setting our data!
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for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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{
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StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
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StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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{
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if (handles->mCustomHandles[h].handle->isValid())
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{
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if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
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break;
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}
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}
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}
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}*/
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}
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bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
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@ -1320,21 +1340,24 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
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for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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{
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//roll through and try setting our data!
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for (U32 h = 0; h < rpd->customFeatureShaderHandles.mHandles.size(); ++h)
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for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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{
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StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
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StringTableEntry rpdHandleName = rpd->customFeatureShaderHandles.mHandles[h].handleName;
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if (rpd->customFeatureShaderHandles.mHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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{
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if(sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
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shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat2());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
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shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat3());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
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shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat4());
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break;
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if (handles->mCustomHandles[h].handle->isValid())
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{
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if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
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break;
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}
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}
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}
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}
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@ -96,24 +96,17 @@ public:
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GFXShaderConstHandle* mNodeTransforms;
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void init( GFXShader* shader, CustomMaterial* mat = NULL );
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struct customHandleData
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{
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StringTableEntry handleName;
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GFXShaderConstHandle* handle;
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};
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Vector<customHandleData> mCustomHandles;
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void init( GFXShader* shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat = NULL);
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};
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class CustomFeatureShaderConstHandles
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{
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public:
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struct handleData
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{
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StringTableEntry handleName;
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GFXShaderConstHandle* handle;
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};
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Vector<handleData> mHandles;
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void init(GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData);
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};
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class ShaderRenderPassData : public RenderPassData
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{
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typedef RenderPassData Parent;
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@ -124,7 +117,6 @@ public:
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GFXShaderRef shader;
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ShaderConstHandles shaderHandles;
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CustomFeatureShaderConstHandles customFeatureShaderHandles;
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Vector<ShaderFeatureConstHandles*> featureShaderHandles;
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virtual void reset();
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@ -431,6 +431,10 @@ void RenderDeferredMgr::render( SceneRenderState *state )
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mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
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}
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//-JR
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//push along any overriden fields that are instance-specific as well
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//mat->setCustomShaderHandles()
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// If we're instanced then don't render yet.
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if ( mat->isInstanced() )
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{
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