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Arm cannon rendering fixes
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@@ -58,6 +58,7 @@ public:
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void drawVerts(const zeus::CColor& color, const Vert verts[4], float lod=0.f);
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void DrawFilter(EFilterShape shape, const zeus::CColor& color, float t);
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const TLockedToken<CTexture>& GetTex() const { return m_tex; }
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const boo::ObjToken<boo::ITexture>& GetBooTex() const { return m_booTex; }
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using _CLS = CTexturedQuadFilter;
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#include "TMultiBlendShaderDecl.hpp"
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@@ -10,7 +10,7 @@ CWorldShadowShader::CWorldShadowShader(u32 w, u32 h)
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{
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m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, 16, 4);
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m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(Uniform), 1);
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m_dataBind = TShader<CWorldShadowShader>::BuildShaderDataBinding(ctx, *this);
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TShader<CWorldShadowShader>::BuildShaderDataBinding(ctx, *this);
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m_tex = ctx.newRenderTexture(m_w, m_h, boo::TextureClampMode::ClampToWhite, 1, 0);
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return true;
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});
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@@ -54,7 +54,7 @@ void CWorldShadowShader::blendPreviousShadow()
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void CWorldShadowShader::resolveTexture()
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{
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boo::SWindowRect rect = {0, 0, int(m_w), int(m_h)};
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CGraphics::g_BooMainCommandQueue->resolveBindTexture(m_tex, rect, false, 0, true, false);
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CGraphics::g_BooMainCommandQueue->resolveBindTexture(m_tex, rect, false, 0, true, false, true);
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}
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URDE_SPECIALIZE_SHADER(CWorldShadowShader)
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