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Thermal visor fixes
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@@ -530,7 +530,9 @@ static EExtendedShader ResolveExtendedShader(const MaterialSet::Material& data,
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EExtendedShader extended = EExtendedShader::Flat;
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if (flags.m_extendedShader == EExtendedShader::Lighting) {
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/* Transform lighting into thermal cold if the thermal visor is active */
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if (g_Renderer->IsThermalVisorActive())
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if (g_Renderer->IsThermalVisorHotPass())
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return EExtendedShader::LightingAlphaWrite;
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else if (g_Renderer->IsThermalVisorActive())
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return EExtendedShader::ThermalCold;
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if (data.heclIr.m_blendSrc == boo::BlendFactor::One && data.heclIr.m_blendDst == boo::BlendFactor::Zero) {
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/* Override shader if originally opaque (typical for FRME models) */
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