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pure script, there will be several of these using identical methodology for deferred. displays a given buffer via the texture[0] = "#glowbuffer"; entry, passed along to a given shader via the samplerNames[0] = "glowBuffer";entry which corresponds to an expected variable name and register. as much documentation for later as tool |
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| .. | ||
| art | ||
| fonts | ||
| profile | ||
| scripts | ||
| main.cs | ||
| parseArgs.cs | ||