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Implement HLSL CFluidPlaneShader
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@@ -480,8 +480,7 @@ CFluidPlaneShader::BuildShader(boo::VulkanDataFactory::Context& ctx, const SFlui
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const char* texNames[7] = {};
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std::string finalVS, finalFS;
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_BuildShader(finalVS, finalFS, nextTex, texNames, info);
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const char* uniNames[] = {"FluidPlaneUniform", "FluidPlaneUniform", "LightingUniform"};
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return ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), size_t(nextTex), texNames, 3, uniNames,
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return ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), s_vtxFmt,
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info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
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info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
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@@ -556,4 +555,4 @@ boo::IShaderDataBinding* CFluidPlaneShader::BuildBinding(boo::VulkanDataFactory:
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}
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#endif
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}
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}
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