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for normal rendering, if we're translucent, don't use alphatesting. (as a remindernote, the shadowmathook removes MFT_IsTranslucent])
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@ -2496,9 +2496,10 @@ void AlphaTestGLSL::processPix( Vector<ShaderComponent*> &componentList,
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{
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{
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// If we're below SM3 and don't have a depth output
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// If we're below SM3 and don't have a depth output
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// feature then don't waste an instruction here.
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// feature then don't waste an instruction here.
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if ( GFX->getPixelShaderVersion() < 3.0 &&
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if (( GFX->getPixelShaderVersion() < 3.0 &&
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!fd.features[ MFT_EyeSpaceDepthOut ] &&
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!fd.features[ MFT_EyeSpaceDepthOut ] &&
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!fd.features[ MFT_DepthOut ] )
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!fd.features[ MFT_DepthOut ] ) ||
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fd.features[MFT_IsTranslucent])
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{
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{
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output = NULL;
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output = NULL;
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return;
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return;
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@ -2565,9 +2565,10 @@ void AlphaTestHLSL::processPix( Vector<ShaderComponent*> &componentList,
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{
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{
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// If we're below SM3 and don't have a depth output
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// If we're below SM3 and don't have a depth output
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// feature then don't waste an instruction here.
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// feature then don't waste an instruction here.
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if ( GFX->getPixelShaderVersion() < 3.0 &&
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if (( GFX->getPixelShaderVersion() < 3.0 &&
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!fd.features[ MFT_EyeSpaceDepthOut ] &&
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!fd.features[ MFT_EyeSpaceDepthOut ] &&
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!fd.features[ MFT_DepthOut ] )
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!fd.features[ MFT_DepthOut ] ) ||
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fd.features[MFT_IsTranslucent])
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{
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{
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output = NULL;
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output = NULL;
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return;
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return;
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