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https://github.com/TorqueGameEngines/Torque3D.git
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commit
fe3edb8ccf
12 changed files with 229 additions and 214 deletions
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@ -59,8 +59,8 @@ function initRenderManager()
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjectBin) { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(ShadowBin) { bintype = "Shadow"; renderOrder = 0.7; processAddOrder = 0.7; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalRoadBin) { bintype = "DecalRoad"; renderOrder = 0.8; processAddOrder = 0.8; basicOnly = true;} );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalBin) { bintype = "Decal"; renderOrder = 0.81; processAddOrder = 0.81; basicOnly = true;} );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalRoadBin) { bintype = "DecalRoad"; renderOrder = 0.8; processAddOrder = 0.8; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalBin) { bintype = "Decal"; renderOrder = 0.81; processAddOrder = 0.81;} );
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DiffuseRenderPassManager.addManager( new RenderOcclusionMgr(OccluderBin){ bintype = "Occluder"; renderOrder = 0.9; processAddOrder = 0.9; } );
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// Render the sky last
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@ -291,8 +291,8 @@ void fizzle(vec2 vpos, float visibility)
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// I'm sure there are many more patterns here to
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// discover for different effects.
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mat2x2 m = mat2x2( vpos.x, vpos.y, 0.916, 0.350 );
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if( (visibility - fract( determinant( m ) )) < 0 ) //if(a < 0) discard;
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mat2x2 m = mat2x2( vpos.x, 0.916, vpos.y, 0.350 );
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if( (visibility - fract( determinant( m ) )) < 0 )
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discard;
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}
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#endif //TORQUE_PIXEL_SHADER
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