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Working fade debugging scripts for both opaque and transparents
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2 changed files with 1 additions and 2 deletions
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@ -185,7 +185,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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auto skinModelFadeVertex = gpu::Shader::createVertex(std::string(skin_model_fade_vert));
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auto skinModelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_fade_vert));
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// Only models can have fade applied to them (?)
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auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_fade_vert));
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auto modelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_normal_map_fade_vert));
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auto simpleFadeVertex = gpu::Shader::createVertex(std::string(simple_fade_vert));
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@ -14,7 +14,7 @@ import "configSlider"
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Row {
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property var drawOpaqueConfig: Render.getConfig("DrawOpaqueDeferred");
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property var drawTransparentConfig: Render.getConfig("DrawDeferred");
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property var drawTransparentConfig: Render.getConfig("DrawTransparentDeferred");
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spacing: 4
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Column {
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spacing: 8
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