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- //////////////////////////////////////////////////////////////////////////////
- // ©2008 Electronic Arts Inc
- //
- // Applying deferred shading for rendering over underwater objects
- //////////////////////////////////////////////////////////////////////////////
- #ifndef SCRAPE_SCRIPT_UNDERWATER_DEFERRED_SCRAPEH
- #define SCRAPE_SCRIPT_UNDERWATER_DEFERRED_SCRAPEH
- var shader UnderwaterDeferredShader UnderwaterDeferred.fx
- var texture CausticsTexture FXCaustics
- proc renderUnderwaterDeferred
- settexture Water CausticsTexture CausticsTexture
- if Water IsUnderwaterEffectVisible
- beginevent RenderUnderwaterDeferred
-
- setshader UnderwaterDeferredShader Tint
- renderquad
- if DebugToggle RenderCaustics.IsEnabled
- setshader UnderwaterDeferredShader Caustics
- renderquad
- endif
- endevent RenderUnderwaterDeferred
- endif
- endproc
- #endif // SCRAPE_SCRIPT_UNDERWATER_DEFERRED_SCRAPEH
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