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Initial implementation of Custom Shader Features
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31 changed files with 1772 additions and 17 deletions
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@ -51,6 +51,8 @@
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#include "materials/shaderData.h"
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#include "gfx/sim/cubemapData.h"
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#include "materials/customShaderBindingData.h"
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const MatInstanceHookType DeferredMatInstanceHook::Type( "Deferred" );
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const String RenderDeferredMgr::BufferName("deferred");
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const RenderInstType RenderDeferredMgr::RIT_Deferred("Deferred");
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@ -431,6 +433,12 @@ void RenderDeferredMgr::render( SceneRenderState *state )
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mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
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}
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//push along any overriden fields that are instance-specific as well
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if (passRI->mCustomShaderData.size() > 0)
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{
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mat->setCustomShaderData(passRI->mCustomShaderData);
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}
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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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