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@@ -4,7 +4,7 @@
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// http://www.anki3d.org/LICENSE
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#pragma anki mutator ANKI_VELOCITY 0 1
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-#pragma anki mutator ANKI_TECHNIQUE 0 1 2
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+#pragma anki mutator ANKI_TECHNIQUE 0 1
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#pragma anki mutator ANKI_BONES 0 1
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#pragma anki mutator DIFFUSE_TEX 0 1
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#pragma anki mutator SPECULAR_TEX 0 1
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@@ -17,7 +17,6 @@
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#pragma anki skip_mutation ALPHA_TEST 1 DIFFUSE_TEX 0
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#pragma anki skip_mutation ANKI_VELOCITY 1 ANKI_TECHNIQUE 1
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-#pragma anki skip_mutation ANKI_VELOCITY 1 ANKI_TECHNIQUE 2
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// Some defines the clear up things
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#define REALLY_ALPHA_TEST (ALPHA_TEST && DIFFUSE_TEX)
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@@ -90,7 +89,7 @@ struct VertOut
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nointerpolation U32 m_uniformsOffset : UNIS_OFFSET;
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};
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-#if ANKI_TECHNIQUE == ANKI_RENDERING_TECHNIQUE_GBUFFER || ANKI_TECHNIQUE == ANKI_RENDERING_TECHNIQUE_GBUFFER_EZ
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+#if ANKI_TECHNIQUE == ANKI_RENDERING_TECHNIQUE_GBUFFER
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struct FragOut
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{
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Vec4 m_color0 : SV_TARGET0;
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@@ -220,7 +219,7 @@ void doAlphaTest(RF32 alpha)
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}
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}
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-#if ANKI_TECHNIQUE == ANKI_RENDERING_TECHNIQUE_SHADOWS
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+#if ANKI_TECHNIQUE == ANKI_RENDERING_TECHNIQUE_DEPTH
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void main(VertOut input)
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{
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ANKI_MAYBE_UNUSED(input);
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@@ -230,17 +229,6 @@ void main(VertOut input)
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doAlphaTest(diffColorA.a);
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# endif
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}
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-#elif ANKI_TECHNIQUE == ANKI_RENDERING_TECHNIQUE_GBUFFER_EZ
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-FragOut main(VertOut input)
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-{
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- ANKI_MAYBE_UNUSED(input);
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-# if REALLY_ALPHA_TEST
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- const AnKiLocalUniforms localUniforms = loadAnKiLocalUniforms(g_gpuScene, input.m_uniformsOffset);
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- const RVec4 diffColorA = g_bindlessTextures2dF32[localUniforms.m_diffTex].Sample(g_globalSampler, input.m_uv);
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- doAlphaTest(diffColorA.a);
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-# endif
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- return (FragOut)0;
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-}
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#elif ANKI_TECHNIQUE == ANKI_RENDERING_TECHNIQUE_GBUFFER
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// Do normal mapping
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RVec3 readNormalFromTexture(VertOut input, Texture2D<RVec4> map, SamplerState sampl, Vec2 texCoords)
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