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https://gitlab.com/OpenMW/openmw.git
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Use ShaderVisitor to skip translucent framebuffer specific stuff
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35fab97478
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@ -16,6 +16,8 @@
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#include <components/debug/debuglog.hpp>
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#include <components/debug/debuglog.hpp>
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#include <components/fallback/fallback.hpp>
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#include <components/fallback/fallback.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/sceneutil/shadow.hpp>
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#include <components/sceneutil/shadow.hpp>
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@ -249,6 +251,7 @@ namespace MWRender
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void CharacterPreview::setBlendMode()
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void CharacterPreview::setBlendMode()
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{
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{
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mResourceSystem->getSceneManager()->recreateShaders(mNode, "objects", true);
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SetUpBlendVisitor visitor;
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SetUpBlendVisitor visitor;
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mNode->accept(visitor);
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mNode->accept(visitor);
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}
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}
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@ -370,7 +370,6 @@ namespace MWRender
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("simpleWater", false));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("simpleWater", false));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("noAlpha", false));
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mUniformNear = mRootNode->getOrCreateStateSet()->getUniform("near");
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mUniformNear = mRootNode->getOrCreateStateSet()->getUniform("near");
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mUniformFar = mRootNode->getOrCreateStateSet()->getUniform("far");
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mUniformFar = mRootNode->getOrCreateStateSet()->getUniform("far");
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@ -247,9 +247,9 @@ namespace Resource
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return mForceShaders;
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return mForceShaders;
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}
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}
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void SceneManager::recreateShaders(osg::ref_ptr<osg::Node> node, const std::string& shaderPrefix)
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void SceneManager::recreateShaders(osg::ref_ptr<osg::Node> node, const std::string& shaderPrefix, bool translucentFramebuffer)
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{
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{
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osg::ref_ptr<Shader::ShaderVisitor> shaderVisitor(createShaderVisitor(shaderPrefix));
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osg::ref_ptr<Shader::ShaderVisitor> shaderVisitor(createShaderVisitor(shaderPrefix, translucentFramebuffer));
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shaderVisitor->setAllowedToModifyStateSets(false);
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shaderVisitor->setAllowedToModifyStateSets(false);
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node->accept(*shaderVisitor);
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node->accept(*shaderVisitor);
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}
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}
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@ -749,7 +749,7 @@ namespace Resource
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stats->setAttribute(frameNumber, "Node Instance", mInstanceCache->getCacheSize());
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stats->setAttribute(frameNumber, "Node Instance", mInstanceCache->getCacheSize());
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}
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}
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Shader::ShaderVisitor *SceneManager::createShaderVisitor(const std::string& shaderPrefix)
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Shader::ShaderVisitor *SceneManager::createShaderVisitor(const std::string& shaderPrefix, bool translucentFramebuffer)
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{
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{
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Shader::ShaderVisitor* shaderVisitor = new Shader::ShaderVisitor(*mShaderManager.get(), *mImageManager, shaderPrefix+"_vertex.glsl", shaderPrefix+"_fragment.glsl");
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Shader::ShaderVisitor* shaderVisitor = new Shader::ShaderVisitor(*mShaderManager.get(), *mImageManager, shaderPrefix+"_vertex.glsl", shaderPrefix+"_fragment.glsl");
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shaderVisitor->setForceShaders(mForceShaders);
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shaderVisitor->setForceShaders(mForceShaders);
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@ -759,6 +759,7 @@ namespace Resource
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shaderVisitor->setAutoUseSpecularMaps(mAutoUseSpecularMaps);
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shaderVisitor->setAutoUseSpecularMaps(mAutoUseSpecularMaps);
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shaderVisitor->setSpecularMapPattern(mSpecularMapPattern);
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shaderVisitor->setSpecularMapPattern(mSpecularMapPattern);
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shaderVisitor->setApplyLightingToEnvMaps(mApplyLightingToEnvMaps);
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shaderVisitor->setApplyLightingToEnvMaps(mApplyLightingToEnvMaps);
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shaderVisitor->setTranslucentFramebuffer(translucentFramebuffer);
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return shaderVisitor;
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return shaderVisitor;
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}
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}
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@ -76,7 +76,7 @@ namespace Resource
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Shader::ShaderManager& getShaderManager();
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Shader::ShaderManager& getShaderManager();
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/// Re-create shaders for this node, need to call this if texture stages or vertex color mode have changed.
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/// Re-create shaders for this node, need to call this if texture stages or vertex color mode have changed.
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void recreateShaders(osg::ref_ptr<osg::Node> node, const std::string& shaderPrefix = "objects");
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void recreateShaders(osg::ref_ptr<osg::Node> node, const std::string& shaderPrefix = "objects", bool translucentFramebuffer = false);
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/// @see ShaderVisitor::setForceShaders
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/// @see ShaderVisitor::setForceShaders
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void setForceShaders(bool force);
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void setForceShaders(bool force);
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@ -173,7 +173,7 @@ namespace Resource
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private:
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private:
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Shader::ShaderVisitor* createShaderVisitor(const std::string& shaderPrefix = "objects");
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Shader::ShaderVisitor* createShaderVisitor(const std::string& shaderPrefix = "objects", bool translucentFramebuffer = false);
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std::unique_ptr<Shader::ShaderManager> mShaderManager;
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std::unique_ptr<Shader::ShaderManager> mShaderManager;
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bool mForceShaders;
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bool mForceShaders;
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@ -40,6 +40,7 @@ namespace Shader
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, mAutoUseNormalMaps(false)
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, mAutoUseNormalMaps(false)
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, mAutoUseSpecularMaps(false)
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, mAutoUseSpecularMaps(false)
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, mApplyLightingToEnvMaps(false)
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, mApplyLightingToEnvMaps(false)
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, mTranslucentFramebuffer(false)
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, mShaderManager(shaderManager)
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, mShaderManager(shaderManager)
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, mImageManager(imageManager)
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, mImageManager(imageManager)
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, mDefaultVsTemplate(defaultVsTemplate)
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, mDefaultVsTemplate(defaultVsTemplate)
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@ -146,7 +147,7 @@ namespace Shader
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mRequirements.back().mShaderRequired = true;
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mRequirements.back().mShaderRequired = true;
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}
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}
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}
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}
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else
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else if (!mTranslucentFramebuffer)
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Log(Debug::Error) << "ShaderVisitor encountered unknown texture " << texture;
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Log(Debug::Error) << "ShaderVisitor encountered unknown texture " << texture;
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}
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}
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}
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}
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@ -322,6 +323,8 @@ namespace Shader
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writableStateSet->addUniform(new osg::Uniform("colorMode", reqs.mColorMode));
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writableStateSet->addUniform(new osg::Uniform("colorMode", reqs.mColorMode));
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defineMap["translucentFramebuffer"] = mTranslucentFramebuffer ? "1" : "0";
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osg::ref_ptr<osg::Shader> vertexShader (mShaderManager.getShader(mDefaultVsTemplate, defineMap, osg::Shader::VERTEX));
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osg::ref_ptr<osg::Shader> vertexShader (mShaderManager.getShader(mDefaultVsTemplate, defineMap, osg::Shader::VERTEX));
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osg::ref_ptr<osg::Shader> fragmentShader (mShaderManager.getShader(mDefaultFsTemplate, defineMap, osg::Shader::FRAGMENT));
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osg::ref_ptr<osg::Shader> fragmentShader (mShaderManager.getShader(mDefaultFsTemplate, defineMap, osg::Shader::FRAGMENT));
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@ -474,4 +477,9 @@ namespace Shader
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mApplyLightingToEnvMaps = apply;
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mApplyLightingToEnvMaps = apply;
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}
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}
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void ShaderVisitor::setTranslucentFramebuffer(bool translucent)
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{
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mTranslucentFramebuffer = translucent;
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}
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}
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}
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@ -40,6 +40,8 @@ namespace Shader
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void setApplyLightingToEnvMaps(bool apply);
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void setApplyLightingToEnvMaps(bool apply);
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void setTranslucentFramebuffer(bool translucent);
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void apply(osg::Node& node) override;
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void apply(osg::Node& node) override;
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void apply(osg::Drawable& drawable) override;
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void apply(osg::Drawable& drawable) override;
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@ -63,6 +65,8 @@ namespace Shader
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bool mApplyLightingToEnvMaps;
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bool mApplyLightingToEnvMaps;
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bool mTranslucentFramebuffer;
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ShaderManager& mShaderManager;
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ShaderManager& mShaderManager;
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Resource::ImageManager& mImageManager;
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Resource::ImageManager& mImageManager;
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@ -209,8 +209,11 @@ void main()
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#endif
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#endif
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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#if @translucentFramebuffer
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// having testing & blending isn't enough - we need to write an opaque pixel to be opaque
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if (noAlpha)
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if (noAlpha)
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gl_FragData[0].a = 1.0;
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gl_FragData[0].a = 1.0;
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#endif
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applyShadowDebugOverlay();
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applyShadowDebugOverlay();
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}
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}
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