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Refactors to support fog volume rendering
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@@ -317,10 +317,15 @@ public:
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{
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g_BooMainCommandQueue->setShaderDataBinding(binding);
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}
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static void ResolveSpareTexture(const SClipScreenRect& rect)
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static void ResolveSpareTexture(const SClipScreenRect& rect, int bindIdx=0)
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{
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boo::SWindowRect wrect = {rect.x4_left, rect.x8_top, rect.xc_width, rect.x10_height};
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g_BooMainCommandQueue->resolveBindTexture(g_SpareTexture, wrect, true, true, false);
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g_BooMainCommandQueue->resolveBindTexture(g_SpareTexture, wrect, true, bindIdx, true, false);
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}
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static void ResolveSpareDepth(const SClipScreenRect& rect, int bindIdx=0)
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{
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boo::SWindowRect wrect = {rect.x4_left, rect.x8_top, rect.xc_width, rect.x10_height};
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g_BooMainCommandQueue->resolveBindTexture(g_SpareTexture, wrect, true, bindIdx, false, true);
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}
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static void DrawInstances(size_t start, size_t count, size_t instCount)
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{
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