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Huge shader refactor
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@@ -156,7 +156,7 @@ void MaterialSet::ConstructMaterial(Stream& out,
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for (const Material::SectionFactory& factory : material.sections)
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{
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factory.section->constructNode(out, pakRouter, entry, prevSection, i++, texMapIdx, texMtxIdx, kColorIdx);
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Material::SectionPASS* pass = dynamic_cast<Material::SectionPASS*>(factory.section.get());
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Material::SectionPASS* pass = Material::SectionPASS::castTo(factory.section.get());
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if (!pass || (pass && Material::SectionPASS::Subtype(pass->subtype.toUint32()) != Material::SectionPASS::Subtype::RFLV))
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prevSection = factory.section.get();
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}
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