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Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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122 changed files with 641 additions and 641 deletions
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@ -911,8 +911,8 @@ U32 TerrainMacroMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) c
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void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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// We only need to process normals during the prepass.
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if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
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// We only need to process normals during the deferred.
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if ( !fd.features.hasFeature( MFT_DeferredConditioner ) )
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return;
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MultiLine *meta = new MultiLine;
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@ -933,7 +933,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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Var *viewToTangent = getInViewToTangent( componentList );
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// This var is read from GBufferConditionerGLSL and
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// used in the prepass output.
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// used in the deferred output.
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Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
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if ( !gbNormal )
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{
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@ -1004,8 +1004,8 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
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{
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Resources res;
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// We only need to process normals during the prepass.
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if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
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// We only need to process normals during the deferred.
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if ( fd.features.hasFeature( MFT_DeferredConditioner ) )
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{
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// If this is the first normal map and there
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// are no parallax features then we will
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