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CModelShaders: Split Thermal into ThermalModel, ThermalStatic extended shaders
This semi-hacky approach will be replaced with future hsh work
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@@ -30,6 +30,7 @@ struct CModelFlags {
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u8 x1_matSetIdx = 0;
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EExtendedShader m_extendedShader = EExtendedShader::Lighting;
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bool m_noCull = false;
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bool m_noZTest = false;
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bool m_noZWrite = false;
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bool m_depthGreater = false;
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u16 x2_flags = 0; /* Flags */
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@@ -46,7 +47,7 @@ struct CModelFlags {
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}
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/* Flags
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0x1: depth equal
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0x1: depth lequal
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0x2: depth update
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0x4: render without texture lock
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0x8: depth greater
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