Graphics/DeferredRenderTechnique: Optimize Deferred Shading
No longer copies depth twice Former-commit-id: aa2096ade409861b773bc7302ced27ae84fab858 [formerly 80fd00bd4a75506b128b70a545eb43ff6a3a7071] [formerly d8576a8858caca9314ea67661af0ce7d9077ba9d [formerly e626f2fd62d19ca5f952485478bfe46f4a803227]] Former-commit-id: 363c93e397887e66b25446927bc5ef89e761c488 [formerly a8bee284456d7f46d182ae7df2d565fa29e55b61] Former-commit-id: 168792d853247ada5add8f97057c213af7c801b3
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@ -47,9 +47,9 @@ namespace Nz
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Vector2ui m_dimensions;
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DeferredRenderTechnique* m_deferredTechnique;
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DeferredRenderQueue* m_renderQueue;
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RenderBuffer* m_depthStencilBuffer;
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RenderTexture* m_GBufferRTT;
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RenderTexture* m_workRTT;
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Texture* m_depthStencilTexture;
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Texture* m_GBuffer[4];
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Texture* m_workTextures[2];
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@ -37,7 +37,7 @@ namespace Nz
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void EnablePass(RenderPassType renderPass, int position, bool enable);
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RenderBuffer* GetDepthStencilBuffer() const;
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Texture* GetDepthStencilTexture() const;
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Texture* GetGBuffer(unsigned int i) const;
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RenderTexture* GetGBufferRTT() const;
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const ForwardRenderTechnique* GetForwardTechnique() const;
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@ -69,14 +69,14 @@ namespace Nz
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std::map<RenderPassType, std::map<int, std::unique_ptr<DeferredRenderPass>>, RenderPassComparator> m_passes;
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ForwardRenderTechnique m_forwardTechnique; // Must be initialized before the RenderQueue
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DeferredRenderQueue m_renderQueue;
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mutable RenderBufferRef m_depthStencilBuffer;
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mutable TextureRef m_depthStencilTexture;
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mutable RenderTexture m_GBufferRTT;
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mutable RenderTexture m_workRTT;
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mutable TextureRef m_GBuffer[4];
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mutable TextureRef m_workTextures[2];
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mutable Vector2ui m_GBufferSize;
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const RenderTarget* m_viewerTarget;
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};
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};
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}
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#endif // NAZARA_FORWARDRENDERTECHNIQUE_HPP
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@ -232,7 +232,7 @@ namespace Nz
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unsigned int width = dimensions.x;
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unsigned int height = dimensions.y;
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m_depthStencilBuffer->Create(PixelFormatType_Depth24Stencil8, width, height);
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m_depthStencilTexture->Create(ImageType_2D, PixelFormatType_Depth24Stencil8, width, height);
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m_GBuffer[0]->Create(ImageType_2D, PixelFormatType_RGBA8, width, height); // Texture 0 : Diffuse Color + Specular
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m_GBuffer[1]->Create(ImageType_2D, PixelFormatType_RG16F, width, height); // Texture 1 : Encoded normal
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@ -246,7 +246,7 @@ namespace Nz
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// Texture 3 : Emission map ?
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m_GBufferRTT->AttachBuffer(AttachmentPoint_DepthStencil, 0, m_depthStencilBuffer);
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m_GBufferRTT->AttachTexture(AttachmentPoint_DepthStencil, 0, m_depthStencilTexture);
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m_GBufferRTT->Unlock();
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@ -258,7 +258,7 @@ namespace Nz
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m_workRTT->AttachTexture(AttachmentPoint_Color, i, m_workTextures[i]);
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}
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m_workRTT->AttachBuffer(AttachmentPoint_DepthStencil, 0, m_depthStencilBuffer);
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m_workRTT->AttachTexture(AttachmentPoint_DepthStencil, 0, m_depthStencilTexture);
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m_workRTT->Unlock();
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@ -114,6 +114,9 @@ namespace Nz
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Renderer::SetTexture(2, m_GBuffer[2]);
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Renderer::SetTextureSampler(2, m_pointSampler);
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Renderer::SetTexture(3, m_depthStencilTexture);
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Renderer::SetTextureSampler(3, m_pointSampler);
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Renderer::SetClearColor(Color::Black);
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Renderer::Clear(RendererBuffer_Color);
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@ -48,7 +48,7 @@ namespace Nz
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m_deferredTechnique = technique;
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m_renderQueue = static_cast<DeferredRenderQueue*>(technique->GetRenderQueue());
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m_depthStencilBuffer = technique->GetDepthStencilBuffer();
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m_depthStencilTexture = technique->GetDepthStencilTexture();
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m_GBufferRTT = technique->GetGBufferRTT();
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for (unsigned int i = 0; i < 3; ++i)
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@ -136,7 +136,7 @@ namespace Nz
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m_renderQueue(static_cast<ForwardRenderQueue*>(m_forwardTechnique.GetRenderQueue())),
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m_GBufferSize(0U)
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{
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m_depthStencilBuffer = RenderBuffer::New();
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m_depthStencilTexture = Texture::New();
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for (unsigned int i = 0; i < 2; ++i)
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m_workTextures[i] = Texture::New();
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@ -305,9 +305,9 @@ namespace Nz
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* \return Pointer to the rendering buffer
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*/
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RenderBuffer* DeferredRenderTechnique::GetDepthStencilBuffer() const
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Texture* DeferredRenderTechnique::GetDepthStencilTexture() const
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{
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return m_depthStencilBuffer;
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return m_depthStencilTexture;
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}
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/*!
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@ -652,6 +652,7 @@ namespace Nz
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shader->SendInteger(shader->GetUniformLocation("GBuffer0"), 0);
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shader->SendInteger(shader->GetUniformLocation("GBuffer1"), 1);
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shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 2);
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shader->SendInteger(shader->GetUniformLocation("DepthBuffer"), 3);
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shader = RegisterDeferredShader("DeferredPointSpotLight", r_fragmentSource_PointSpotLight, sizeof(r_fragmentSource_PointSpotLight), basicVertexStage, &error);
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@ -664,6 +665,7 @@ namespace Nz
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shader->SendInteger(shader->GetUniformLocation("GBuffer0"), 0);
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shader->SendInteger(shader->GetUniformLocation("GBuffer1"), 1);
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shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 2);
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shader->SendInteger(shader->GetUniformLocation("DepthBuffer"), 3);
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// Shaders optionnels (S'ils ne sont pas présents, le rendu minimal sera quand même assuré)
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@ -11,17 +11,12 @@ uniform vec4 LightDirection;
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uniform sampler2D GBuffer0;
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uniform sampler2D GBuffer1;
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uniform sampler2D GBuffer2;
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uniform sampler2D DepthBuffer;
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uniform mat4 InvViewProjMatrix;
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uniform vec2 InvTargetSize;
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uniform vec4 SceneAmbient;
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float ColorToFloat(vec3 color)
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{
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const vec3 byte_to_float = vec3(1.0, 1.0/256, 1.0/(256*256));
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return dot(color, byte_to_float);
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}
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#define kPI 3.1415926536
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vec3 DecodeNormal(in vec4 encodedNormal)
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@ -44,7 +39,7 @@ void main()
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vec3 diffuseColor = gVec0.xyz;
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vec3 normal = DecodeNormal(gVec1);
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float specularMultiplier = gVec0.w;
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float depth = ColorToFloat(gVec2.xyz);
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float depth = textureLod(DepthBuffer, texCoord, 0.0).r;
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float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
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vec3 lightDir = -LightDirection.xyz;
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File diff suppressed because one or more lines are too long
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@ -19,6 +19,7 @@ uniform vec2 LightParameters3;
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uniform sampler2D GBuffer0;
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uniform sampler2D GBuffer1;
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uniform sampler2D GBuffer2;
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uniform sampler2D DepthBuffer;
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uniform mat4 InvViewProjMatrix;
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uniform vec2 InvTargetSize;
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@ -57,7 +58,7 @@ void main()
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vec3 diffuseColor = gVec0.xyz;
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vec3 normal = DecodeNormal(gVec1);
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float specularMultiplier = gVec0.w;
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float depth = ColorToFloat(gVec2.xyz);
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float depth = textureLod(DepthBuffer, texCoord, 0.0).r;
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float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
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vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth*2.0 - 1.0);
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File diff suppressed because one or more lines are too long
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@ -68,21 +68,6 @@ uniform vec4 SceneAmbient;
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uniform sampler2D TextureOverlay;
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/********************Fonctions********************/
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vec3 FloatToColor(float f)
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{
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vec3 color;
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f *= 256.0;
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color.x = floor(f);
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f = (f - color.x) * 256.0;
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color.y = floor(f);
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color.z = f - color.y;
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color.xy *= 0.00390625; // *= 1.0/256
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return color;
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}
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#define kPI 3.1415926536
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@ -184,7 +169,7 @@ void main()
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*/
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RenderTarget0 = vec4(diffuseColor.rgb, dot(specularColor, vec3(0.3, 0.59, 0.11)));
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RenderTarget1 = vec4(EncodeNormal(normal));
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RenderTarget2 = vec4(FloatToColor(gl_FragCoord.z), (MaterialShininess == 0.0) ? 0.0 : max(log2(MaterialShininess), 0.1)/10.5); // http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf
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RenderTarget2 = vec4(0.0, 0.0, 0.0, (MaterialShininess == 0.0) ? 0.0 : max(log2(MaterialShininess), 0.1)/10.5); // http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf
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#else // FLAG_DEFERRED
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#if ALPHA_MAPPING
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diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r;
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File diff suppressed because one or more lines are too long
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