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@@ -1298,14 +1298,12 @@ ShaderFeature::Resources TerrainCompositeMapFeatGLSL::getResources(const Materia
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}
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-//here, it's merely a cutout for now, so that lightmapping (target3) doesn't get mangled.
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-//we'll most likely revisit that later. possibly several ways...
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-
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U32 TerrainBlankInfoMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd) const
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{
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return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
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}
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+// reminder, the matinfo buffer is flags, smooth, ao, metal
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void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd)
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{
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@@ -1328,7 +1326,7 @@ void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &component
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material->setStructName("OUT");
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}
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- meta->addStatement(new GenOp(" @ = vec4(0.0,1.0,0.0,0.0001);\r\n", material));
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+ meta->addStatement(new GenOp(" @ = vec4(0.0,0.0,1.0,0);\r\n", material));
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output = meta;
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}
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