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Core implementation of Physical Based Rendering.
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148 changed files with 4464 additions and 1016 deletions
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@ -70,16 +70,4 @@ public:
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
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};
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class DeferredEmptySpecGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual String getName() { return "Deferred Shading: Empty Specular"; }
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
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};
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#endif
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