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clean up leftover interlaced prepass experimental code.
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5 changed files with 14 additions and 77 deletions
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@ -171,19 +171,7 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
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alphaVal = new Var( "outAlpha", "float" );
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meta->addStatement( new GenOp( " @ = OUT_col1.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
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}
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// If using interlaced normals, invert the normal
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if(fd.features[MFT_InterlacedDeferred])
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{
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// NOTE: Its safe to not call ShaderFeatureGLSL::addOutVpos() in the vertex
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// shader as for SM 3.0 nothing is needed there.
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Var *Vpos = (Var*) LangElement::find( "gl_Position" ); //Var *Vpos = ShaderFeatureGLSL::getInVpos( meta, componentList );
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Var *iGBNormal = new Var( "interlacedGBNormal", "float3" );
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meta->addStatement(new GenOp(" @ = (frac(@.y * 0.5) < 0.1 ? reflect(@, float3(0.0, -1.0, 0.0)) : @);\r\n", new DecOp(iGBNormal), Vpos, gbNormal, gbNormal));
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gbNormal = iGBNormal;
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}
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// NOTE: We renormalize the normal here as they
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// will not stay normalized during interpolation.
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meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "float4(normalize(@), @)", gbNormal, depth ) ) );
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