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Use correct pixel shader.
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1 changed files with 4 additions and 4 deletions
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@ -723,16 +723,16 @@ void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
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//Added for dual quaternions
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auto skinModelShadowDualQuatVertex = skin_model_shadow_dq_vert::getShader();
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gpu::ShaderPointer skinModelDualQuatProgram = gpu::Shader::createProgram(skinModelShadowDualQuatVertex, skinPixel);
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gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(skinModelShadowDualQuatVertex, skinPixel);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withoutFade(),
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skinModelDualQuatProgram, state);
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skinModelShadowDualQuatProgram, state);
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auto skinModelShadowFadeDualQuatVertex = skin_model_shadow_fade_dq_vert::getShader();
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gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(skinModelShadowFadeDualQuatVertex, skinPixel);
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gpu::ShaderPointer skinModelShadowFadeDualQuatProgram = gpu::Shader::createProgram(skinModelShadowFadeDualQuatVertex, skinFadePixel);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withFade(),
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skinModelShadowDualQuatProgram, state);
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skinModelShadowFadeDualQuatProgram, state);
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}
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#include "RenderPipelines.h"
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