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@@ -196,9 +196,9 @@ MaterialDef PBR Lighting {
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}
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- Technique PostShadow{
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- VertexShader GLSL310 GLSL300 GLSL150: Common/MatDefs/Shadow/PostShadow.vert
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- FragmentShader GLSL310 GLSL300 GLSL150: Common/MatDefs/Shadow/PostShadowPBR.frag
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+ Technique PostShadow {
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+ VertexShader GLSL310 GLSL300 GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadow.vert
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+ FragmentShader GLSL310 GLSL300 GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadowPBR.frag
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WorldParameters {
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WorldViewProjectionMatrix
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@@ -213,7 +213,6 @@ MaterialDef PBR Lighting {
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PCFEDGE : PCFEdge
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DISCARD_ALPHA : AlphaDiscardThreshold
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SHADOWMAP_SIZE : ShadowMapSize
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- SHADOWMAP_SIZE : ShadowMapSize
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FADE : FadeInfo
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PSSM : Splits
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POINTLIGHT : LightViewProjectionMatrix5
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@@ -231,40 +230,6 @@ MaterialDef PBR Lighting {
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}
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}
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- Technique PostShadow{
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- VertexShader GLSL100: Common/MatDefs/Shadow/PostShadow.vert
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- FragmentShader GLSL100: Common/MatDefs/Shadow/PostShadowPBR.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- WorldMatrix
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- ViewProjectionMatrix
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- ViewMatrix
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- }
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-
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- Defines {
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- HARDWARE_SHADOWS : HardwareShadows
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- FILTER_MODE : FilterMode
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- PCFEDGE : PCFEdge
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- DISCARD_ALPHA : AlphaDiscardThreshold
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- SHADOWMAP_SIZE : ShadowMapSize
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- FADE : FadeInfo
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- PSSM : Splits
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- POINTLIGHT : LightViewProjectionMatrix5
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- NUM_BONES : NumberOfBones
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- INSTANCING : UseInstancing
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- BACKFACE_SHADOWS: BackfaceShadows
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- NUM_MORPH_TARGETS: NumberOfMorphTargets
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- NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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- }
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-
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- ForcedRenderState {
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- Blend Modulate
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- DepthWrite Off
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- PolyOffset -0.1 0
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- }
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- }
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-
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Technique PreNormalPass {
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VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
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