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Add comment in shader and fix bad cull mode
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2 changed files with 2 additions and 1 deletions
libraries/render-utils/src
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@ -135,7 +135,7 @@ static void loadLightProgram(int programId, bool lightVolume, gpu::PipelinePoint
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if (lightVolume) {
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PrepareStencil::testShape(*state);
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state->setCullMode(gpu::State::CULL_NONE);
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state->setCullMode(gpu::State::CULL_BACK);
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//state->setCullMode(gpu::State::CULL_FRONT);
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//state->setDepthTest(true, false, gpu::GREATER_EQUAL);
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//state->setDepthClampEnable(true);
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@ -16,6 +16,7 @@
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
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// NOTE: WE are assuming that the deferred lighting pass is always full screen so this texture transform is not needed (and cause problems on AMD)
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//layout(location=RENDER_UTILS_UNIFORM_LIGHT_TEXCOORD_TRANSFORM) uniform vec4 texcoordFrameTransform;
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void main(void) {
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