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Rewrote collision shader to use generated normals with fake lighting instead of generated UV coords
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@@ -39,8 +39,6 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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CDrawUtil::UseCollisionShader(TintColor(rkViewInfo));
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mpCollision->Draw();
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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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