function render_path_forward_init() { } function render_path_forward_commands() { ///if is_paint render_path_paint_live_brush_dirty(); ///end render_path_base_commands(render_path_forward_draw_forward); } function render_path_forward_draw_forward() { render_path_set_depth_from("gbuffer1", "gbuffer0"); render_path_set_target("gbuffer1"); render_path_draw_skydome("shader_datas/world_pass/world_pass"); render_path_set_depth_from("gbuffer1", "gbuffer2"); render_path_set_target("buf"); render_path_bind_target("gbuffer1", "tex"); render_path_draw_shader("shader_datas/compositor_pass/compositor_pass"); render_path_set_target("buf"); render_path_base_draw_compass(); render_path_draw_meshes("overlay"); render_path_base_draw_taa(); }