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Huge shader refactor
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@@ -16,8 +16,6 @@ CAssetId CDecalManager::m_LastDecalCreatedAssetId = -1;
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rstl::reserved_vector<CDecalManager::SDecal, 64> CDecalManager::m_DecalPool;
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rstl::reserved_vector<s32, 64> CDecalManager::m_ActiveIndexList;
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URDE_DECL_SPECIALIZE_SHADER(CDecalShaders)
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void CDecalManager::Initialize()
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{
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if (m_PoolInitialized)
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@@ -34,7 +32,7 @@ void CDecalManager::Initialize()
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m_LastDecalCreatedAssetId = -1;
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/* Compile shaders */
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TShader<CDecalShaders>::Initialize();
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CDecalShaders::Initialize();
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}
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void CDecalManager::Reinitialize()
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@@ -55,7 +53,7 @@ void CDecalManager::Shutdown()
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{
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m_ActiveIndexList.clear();
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m_DecalPool.clear();
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TShader<CDecalShaders>::Shutdown();
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CDecalShaders::Shutdown();
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}
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void CDecalManager::AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr)
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