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Fix merge issues
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aeb29db37d
commit
e0e7fb04f2
1 changed files with 3 additions and 6 deletions
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@ -30,7 +30,6 @@
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#include "model_lightmap_fade_vert.h"
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#include "model_lightmap_normal_map_fade_vert.h"
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#include "model_translucent_vert.h"
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#include "model_translucent_normal_map_vert.h"
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#include "skin_model_fade_vert.h"
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#include "skin_model_normal_map_fade_vert.h"
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@ -65,12 +64,10 @@
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#include "model_lightmap_normal_map_frag.h"
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#include "model_translucent_frag.h"
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#include "model_translucent_unlit_frag.h"
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#include "model_translucent_normal_map_frag.h"
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#include "model_lightmap_fade_frag.h"
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#include "model_lightmap_normal_map_fade_frag.h"
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#include "model_translucent_fade_frag.h"
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#include "model_translucent_normal_map_fade_frag.h"
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#include "model_translucent_unlit_fade_frag.h"
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#include "overlay3D_vert.h"
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@ -184,7 +181,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto modelLightmapVertex = model_lightmap_vert::getShader();
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auto modelLightmapNormalMapVertex = model_lightmap_normal_map_vert::getShader();
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auto modelTranslucentVertex = model_translucent_vert::getShader();
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auto modelTranslucentFadeVertex = model_translucent_fade_vert::getShader();
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// auto modelTranslucentFadeVertex = model_translucent_fade_vert::getShader();
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auto modelShadowVertex = model_shadow_vert::getShader();
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auto skinModelVertex = skin_model_vert::getShader();
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auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
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@ -281,7 +278,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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simpleVertex, simpleTranslucentUnlitPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents(),
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modelTranslucentNormalMapVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
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modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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// FIXME: Ignore lightmap for translucents meshpart
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Key::Builder().withMaterial().withTranslucent().withLightmap(),
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@ -301,7 +298,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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simpleFadeVertex, simpleTranslucentUnlitFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withFade(),
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modelTranslucentNormalMapVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
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modelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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// FIXME: Ignore lightmap for translucents meshpart
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Key::Builder().withMaterial().withTranslucent().withLightmap().withFade(),
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