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Correction for 2 of the render bin settings, as well as correcting the water shader over-exposing it's reflections.
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@ -55,8 +55,8 @@ function initRenderManager()
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(BeginBin) { bintype = "Begin"; renderOrder = 0.2; processAddOrder = 0.2; } );
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// Normal mesh rendering.
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DiffuseRenderPassManager.addManager( new RenderTerrainMgr(TerrainBin) { renderOrder = 0.4; processAddOrder = 0.4; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(MeshBin) { bintype = "Mesh"; renderOrder = 0.5; processAddOrder = 0.5; } );
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DiffuseRenderPassManager.addManager( new RenderTerrainMgr(TerrainBin) { renderOrder = 0.4; processAddOrder = 0.4; basicOnly = true; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(MeshBin) { bintype = "Mesh"; renderOrder = 0.5; processAddOrder = 0.5; basicOnly = true; } );
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DiffuseRenderPassManager.addManager( new RenderImposterMgr(ImposterBin) { renderOrder = 0.56; processAddOrder = 0.56; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjectBin) { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } );
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@ -295,7 +295,7 @@ void main()
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foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a;
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// Get reflection map color.
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vec4 refMapColor = hdrDecode( texture( reflectMap, reflectCoord ) );
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vec4 refMapColor = texture( reflectMap, reflectCoord );
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// If we do not have a reflection texture then we use the cubemap.
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refMapColor = mix( refMapColor, texture( skyMap, reflectionVec ), NO_REFLECT );
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@ -282,7 +282,7 @@ float4 main( ConnectData IN ) : COLOR
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foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a;
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// Get reflection map color.
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float4 refMapColor = hdrDecode( tex2D( reflectMap, reflectCoord ) );
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float4 refMapColor = tex2D( reflectMap, reflectCoord );
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// If we do not have a reflection texture then we use the cubemap.
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refMapColor = lerp( refMapColor, texCUBE( skyMap, reflectionVec ), NO_REFLECT );
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