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Windows compile fixes
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@@ -48,7 +48,7 @@ void CWorldShadowShader::blendPreviousShadow()
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void CWorldShadowShader::resolveTexture()
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{
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boo::SWindowRect rect = {0, 0, m_w, m_h};
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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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}
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@@ -10,10 +10,10 @@ namespace urde
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class CWorldShadowShader
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{
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friend class CWorldShadowShaderGLDataBindingFactory;
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friend class CWorldShadowShaderVulkanDataBindingFactory;
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friend class CWorldShadowShaderD3DDataBindingFactory;
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friend class CWorldShadowShaderMetalDataBindingFactory;
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friend struct CWorldShadowShaderGLDataBindingFactory;
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friend struct CWorldShadowShaderVulkanDataBindingFactory;
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friend struct CWorldShadowShaderD3DDataBindingFactory;
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friend struct CWorldShadowShaderMetalDataBindingFactory;
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boo::ITextureR* m_tex;
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std::experimental::optional<CTexturedQuadFilter> m_prevQuad;
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@@ -55,12 +55,10 @@ struct CWorldShadowShaderD3DDataBindingFactory : TShader<CWorldShadowShader>::ID
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boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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filter.m_dataBind = cctx.newShaderDataBinding(s_Pipeline,
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nullptr, nullptr, nullptr, s_VtxFmt,
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filter.m_dataBind = cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
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filter.m_zDataBind = cctx.newShaderDataBinding(s_ZPipeline,
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nullptr, nullptr, nullptr, s_VtxFmt,
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filter.m_zDataBind = cctx.newShaderDataBinding(s_ZPipeline, s_VtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
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filter._buildTex(ctx);
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@@ -76,10 +74,10 @@ CWorldShadowShader::Initialize(boo::ID3DDataFactory::Context& ctx)
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{nullptr, nullptr, boo::VertexSemantic::Position4}
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};
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s_VtxFmt = ctx.newVertexFormat(1, VtxVmt);
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s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha,
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s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr, s_VtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
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boo::ZTest::None, false, true, false, boo::CullMode::None);
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s_ZPipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha,
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s_ZPipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr, s_VtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, true, true, false, boo::CullMode::None);
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return new CWorldShadowShaderD3DDataBindingFactory;
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2
amuse
2
amuse
Submodule amuse updated: fdf07d6c33...047a91452e
2
hecl
2
hecl
Submodule hecl updated: 6f86b576ed...2ff1ff22b3
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