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Lots of bug fixes (Windows still needs some fixes)
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@@ -126,7 +126,7 @@ static const char* ThermalPostMetal =
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" float4 tmulColor;\n"
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" float4 addColor;\n"
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"};\n"
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"static float4 ThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu, texture2d<float> extTex7, float4 colorIn)\n"
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"static float4 EXTThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu, texture2d<float> extTex7, float4 colorIn)\n"
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"{\n"
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" return float4(extTex7.sample(samp, vtf.extTcgs0).rrr * lu.tmulColor.rgb + lu.addColor.rgb, 1.0);\n"
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"}\n"
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@@ -149,8 +149,8 @@ static const char* MBShadowPostMetal =
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" float4 shadowUp;\n"
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" float shadowId;\n"
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"};\n"
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"static float4 MBShadowPostFunc(thread VertToFrag& vtf, constant MBShadowUniform& su,\n"
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" texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2, float4 colorIn)\n"
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"static float4 EXTMBShadowPostFunc(thread VertToFrag& vtf, constant MBShadowUniform& su,\n"
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" texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2, float4 colorIn)\n"
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"{\n"
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" float idTexel = extTex0.sample(samp, vtf.extTcgs0).a;\n"
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" float sphereTexel = extTex1.sample(samp, vtf.extTcgs1).a;\n"
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@@ -179,7 +179,7 @@ CModelShaders::GetShaderExtensionsMetal(boo::IGraphicsDataFactory::Platform plat
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false, false, false, true);
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/* Thermal Visor shading */
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ext.registerExtensionSlot({}, {ThermalPostMetal, "ThermalPostFunc"}, 1, ThermalBlockNames,
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ext.registerExtensionSlot({}, {ThermalPostMetal, "EXTThermalPostFunc"}, 1, ThermalBlockNames,
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1, ThermalTextures, hecl::Backend::BlendFactor::One,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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false, false, false, true);
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@@ -233,12 +233,12 @@ CModelShaders::GetShaderExtensionsMetal(boo::IGraphicsDataFactory::Platform plat
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false, true, true, false);
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/* MorphBall shadow shading */
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ext.registerExtensionSlot({}, {MBShadowPostMetal, "MBShadowPostFunc"},
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ext.registerExtensionSlot({}, {MBShadowPostMetal, "EXTMBShadowPostFunc"},
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1, MBShadowBlockNames, 3, BallFadeTextures,
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hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha,
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hecl::Backend::ZTest::Equal,
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false, false, false, true);
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false, false, false, true, true);
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/* World shadow shading (modified lighting) */
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ext.registerExtensionSlot({LightingShadowMetal, "EXTLightingShadowFunc"}, {MainPostMetal, "MainPostFunc"},
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