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Implement CWorldShadow and texture clamp mode
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@@ -87,6 +87,11 @@ const hecl::Backend::TextureInfo CModelShaders::BallFadeTextures[] =
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{hecl::Backend::TexGenSrc::Position, 2, 0, 1, false} // TXTR_BallFade
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};
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const hecl::Backend::TextureInfo CModelShaders::WorldShadowTextures[] =
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{
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{hecl::Backend::TexGenSrc::Position, 7, 0, 7, false} // Shadow tex
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};
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CModelShaders::CModelShaders(const hecl::Runtime::FileStoreManager& storeMgr,
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boo::IGraphicsDataFactory* gfxFactory)
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: m_shaderCache(storeMgr, gfxFactory, GetShaderExtensions(gfxFactory->platform())) {}
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