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https://github.com/AxioDL/PrimeWorldEditor.git
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Added fog to the collision shader, made changes to enable rendering different collision materials separately (also, murry crimmas)
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@@ -37,8 +37,21 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_TRUE);
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CDrawUtil::UseCollisionShader(TintColor(rkViewInfo));
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mpCollision->Draw();
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CColor BaseTint = TintColor(rkViewInfo);
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for (u32 iMesh = 0; iMesh < mpCollision->NumMeshes(); iMesh++)
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{
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CCollisionMesh *pMesh = mpCollision->MeshByIndex(iMesh);
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for (u32 iMat = 0; iMat < pMesh->NumMaterials(); iMat++)
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{
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CDrawUtil::UseCollisionShader(BaseTint);
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pMesh->DrawMaterial(iMat);
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}
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}
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//CDrawUtil::UseColorShader(CColor::skTransparentBlack);
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//mpCollision->DrawWireframe();
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}
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SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)
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