Deferred Shading update
-Deferred Shading now use a dynamics pass system -Forward Shading is now capable of rendering more than three lights (Multipass) Former-commit-id: 74ed0b998d72aa9eb3bd2aab938a75985ebb2bf6
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@@ -29,11 +29,11 @@ void main()
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{
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vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
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vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0);
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if (gVec0.w == 0.0)
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/* if (gVec0.w == 0.0)
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{
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RenderTarget0 = vec4(gVec0.xyz, 1.0);
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return;
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}
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}*/
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vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
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vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);
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File diff suppressed because one or more lines are too long
@@ -29,11 +29,11 @@ void main()
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{
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vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
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vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0);
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if (gVec0.w == 0.0)
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/* if (gVec0.w == 0.0)
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{
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RenderTarget0 = vec4(gVec0.xyz, 1.0);
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return;
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}
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}*/
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vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
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vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);
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File diff suppressed because one or more lines are too long
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