mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 12:04:18 +02:00
rename the files from skin to deformed
This commit is contained in:
parent
cc0019479a
commit
efa1dd0274
51 changed files with 77 additions and 77 deletions
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@ -556,8 +556,8 @@ void DrawHighlightTask::initMaskPipelines(render::ShapePlumber& shapePlumber, gp
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ShapeKey::Filter::Builder().withoutSkinned(),
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modelProgram, state);
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gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(shader::render_utils::program::skin_model_shadow);
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gpu::ShaderPointer deformedProgram = gpu::Shader::createProgram(shader::render_utils::program::deformed_model_shadow);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned(),
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skinProgram, state);
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deformedProgram, state);
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}
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@ -147,60 +147,60 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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// matrix palette skinned
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addPipeline(
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Key::Builder().withMaterial().withSkinned(),
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skin_model, nullptr, nullptr);
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deformed_model, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents(),
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skin_model_normal_map, nullptr, nullptr);
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deformed_model_normal_map, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withFade(),
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skin_model_fade, batchSetter, itemSetter);
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deformed_model_fade, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents().withFade(),
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skin_model_normal_map_fade, batchSetter, itemSetter);
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deformed_model_normal_map_fade, batchSetter, itemSetter);
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// matrix palette skinned and translucent
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent(),
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skin_model_translucent, nullptr, nullptr);
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deformed_model_translucent, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
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skin_model_normal_map_translucent, nullptr, nullptr);
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deformed_model_normal_map_translucent, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withFade(),
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skin_model_translucent_fade, batchSetter, itemSetter);
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deformed_model_translucent_fade, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withFade(),
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skin_model_normal_map_translucent_fade, batchSetter, itemSetter);
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deformed_model_normal_map_translucent_fade, batchSetter, itemSetter);
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// dual quaternion skinned
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(),
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skin_model_dq, nullptr, nullptr);
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deformed_model_dq, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTangents(),
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skin_model_normal_map_dq, nullptr, nullptr);
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deformed_model_normal_map_dq, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withFade(),
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skin_model_fade_dq, batchSetter, itemSetter);
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deformed_model_fade_dq, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTangents().withFade(),
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skin_model_normal_map_fade_dq, batchSetter, itemSetter);
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deformed_model_normal_map_fade_dq, batchSetter, itemSetter);
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// dual quaternion skinned and translucent
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent(),
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skin_model_translucent_dq, nullptr, nullptr);
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deformed_model_translucent_dq, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents(),
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skin_model_normal_map_translucent_dq, nullptr, nullptr);
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deformed_model_normal_map_translucent_dq, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withFade(),
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skin_model_translucent_fade_dq, batchSetter, itemSetter);
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deformed_model_translucent_fade_dq, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents().withFade(),
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skin_model_normal_map_translucent_fade_dq, batchSetter, itemSetter);
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deformed_model_normal_map_translucent_fade_dq, batchSetter, itemSetter);
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// Depth-only
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addPipeline(
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@ -208,24 +208,24 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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model_shadow, nullptr, nullptr);
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addPipeline(
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Key::Builder().withSkinned().withDepthOnly(),
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skin_model_shadow, nullptr, nullptr);
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deformed_model_shadow, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withDepthOnly().withFade(),
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model_shadow_fade, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withSkinned().withDepthOnly().withFade(),
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skin_model_shadow_fade, batchSetter, itemSetter);
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deformed_model_shadow_fade, batchSetter, itemSetter);
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// Now repeat for dual quaternion
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// Depth-only
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addPipeline(
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Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly(),
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skin_model_shadow_dq, nullptr, nullptr);
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deformed_model_shadow_dq, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly().withFade(),
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skin_model_shadow_fade_dq, batchSetter, itemSetter);
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deformed_model_shadow_fade_dq, batchSetter, itemSetter);
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}
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void initForwardPipelines(ShapePlumber& plumber) {
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@ -257,20 +257,20 @@ void initForwardPipelines(ShapePlumber& plumber) {
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addPipeline(Key::Builder().withMaterial().withTangents(), forward_model_translucent);
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// Skinned Opaques
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addPipeline(Key::Builder().withMaterial().withSkinned(), forward_skin_model);
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addPipeline(Key::Builder().withMaterial().withSkinned().withTangents(), forward_skin_model_normal_map);
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addPipeline(Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(), forward_skin_model_dq);
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addPipeline(Key::Builder().withMaterial().withSkinned().withTangents().withDualQuatSkinned(), forward_skin_model_normal_map_dq);
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addPipeline(Key::Builder().withMaterial().withSkinned(), forward_deformed_model);
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addPipeline(Key::Builder().withMaterial().withSkinned().withTangents(), forward_deformed_model_normal_map);
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addPipeline(Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(), forward_deformed_model_dq);
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addPipeline(Key::Builder().withMaterial().withSkinned().withTangents().withDualQuatSkinned(), forward_deformed_model_normal_map_dq);
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// Translucents
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addPipeline(Key::Builder().withMaterial().withTranslucent(), forward_model_translucent);
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addPipeline(Key::Builder().withMaterial().withTranslucent().withTangents(), forward_model_normal_map_translucent);
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// Skinned Translucents
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addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent(), forward_skin_translucent);
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addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(), forward_skin_translucent_normal_map);
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addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withDualQuatSkinned(), forward_skin_translucent_dq);
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addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withDualQuatSkinned(), forward_skin_translucent_normal_map_dq);
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addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent(), forward_deformed_translucent);
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addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(), forward_deformed_translucent_normal_map);
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addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withDualQuatSkinned(), forward_deformed_translucent_dq);
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addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withDualQuatSkinned(), forward_deformed_translucent_normal_map_dq);
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forceLightBatchSetter = false;
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}
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@ -369,7 +369,7 @@ void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
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ShapeKey::Filter::Builder().withoutSkinned().withoutFade(),
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modelProgram, state);
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gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skin_model_shadow);
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gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(deformed_model_shadow);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withoutDualQuatSkinned().withoutFade(),
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skinProgram, state);
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@ -379,17 +379,17 @@ void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
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ShapeKey::Filter::Builder().withoutSkinned().withFade(),
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modelFadeProgram, state);
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gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skin_model_shadow_fade);
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gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(deformed_model_shadow_fade);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withoutDualQuatSkinned().withFade(),
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skinFadeProgram, state);
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gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(skin_model_shadow_dq);
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gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(deformed_model_shadow_dq);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withoutFade(),
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skinModelShadowDualQuatProgram, state);
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gpu::ShaderPointer skinModelShadowFadeDualQuatProgram = gpu::Shader::createProgram(skin_model_shadow_fade_dq);
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gpu::ShaderPointer skinModelShadowFadeDualQuatProgram = gpu::Shader::createProgram(deformed_model_shadow_fade_dq);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withFade(),
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skinModelShadowFadeDualQuatProgram, state);
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@ -0,0 +1,2 @@
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VERTEX deformed_model
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FRAGMENT model
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@ -0,0 +1,2 @@
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VERTEX deformed_model_dq
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FRAGMENT model
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@ -0,0 +1,2 @@
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VERTEX deformed_model
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FRAGMENT model_fade
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@ -0,0 +1,2 @@
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VERTEX deformed_model_dq
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FRAGMENT model_fade
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@ -0,0 +1,2 @@
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VERTEX deformed_model_normal_map
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FRAGMENT model_normal_map
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@ -0,0 +1,2 @@
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VERTEX deformed_model_normal_map_dq
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FRAGMENT model_normal_map
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@ -0,0 +1,2 @@
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VERTEX deformed_model_normal_map
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FRAGMENT model_normal_map_fade
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@ -0,0 +1,2 @@
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VERTEX deformed_model_normal_map_dq
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FRAGMENT model_normal_map_fade
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@ -1,2 +1,2 @@
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VERTEX skin_model_normal_map
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VERTEX deformed_model_normal_map
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FRAGMENT model_translucent_normal_map
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@ -1,2 +1,2 @@
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VERTEX skin_model_normal_map_dq
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VERTEX deformed_model_normal_map_dq
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FRAGMENT model_translucent_normal_map
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@ -1,2 +1,2 @@
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VERTEX skin_model_normal_map
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VERTEX deformed_model_normal_map
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FRAGMENT model_translucent_normal_map_fade
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@ -1,2 +1,2 @@
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VERTEX skin_model_normal_map_dq
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VERTEX deformed_model_normal_map_dq
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FRAGMENT model_translucent_normal_map_fade
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@ -0,0 +1,2 @@
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VERTEX deformed_model_shadow
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FRAGMENT model_shadow
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@ -0,0 +1,2 @@
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VERTEX deformed_model_shadow_dq
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FRAGMENT model_shadow
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@ -0,0 +1,2 @@
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VERTEX deformed_model_shadow
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FRAGMENT model_shadow_fade
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@ -0,0 +1,2 @@
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VERTEX deformed_model_shadow_dq
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FRAGMENT model_shadow_fade
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@ -1,2 +1,2 @@
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VERTEX skin_model
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VERTEX deformed_model
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FRAGMENT model_translucent
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@ -1,2 +1,2 @@
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VERTEX skin_model_dq
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VERTEX deformed_model_dq
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FRAGMENT model_translucent
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@ -1,2 +1,2 @@
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VERTEX skin_model
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VERTEX deformed_model
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FRAGMENT model_translucent_fade
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@ -1,2 +1,2 @@
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VERTEX skin_model_dq
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VERTEX deformed_model_dq
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FRAGMENT model_translucent_fade
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@ -1,2 +1,2 @@
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VERTEX skin_model
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VERTEX deformed_model
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FRAGMENT forward_model
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@ -0,0 +1,2 @@
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VERTEX deformed_model_dq
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FRAGMENT forward_model
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@ -1,2 +1,2 @@
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VERTEX skin_model_normal_map
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VERTEX deformed_model_normal_map
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FRAGMENT forward_model_normal_map
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@ -0,0 +1,2 @@
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VERTEX deformed_model_normal_map_dq
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FRAGMENT forward_model_normal_map
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@ -1,2 +1,2 @@
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VERTEX skin_model
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VERTEX deformed_model
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FRAGMENT forward_model_translucent
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@ -1,2 +1,2 @@
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VERTEX skin_model_dq
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VERTEX deformed_model_dq
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FRAGMENT forward_model_translucent
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@ -1,2 +1,2 @@
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VERTEX skin_model_normal_map
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VERTEX deformed_model_normal_map
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FRAGMENT forward_model_translucent
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@ -0,0 +1,2 @@
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VERTEX deformed_model_normal_map_dq
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FRAGMENT forward_model_translucent
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@ -1,2 +0,0 @@
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VERTEX skin_model_dq
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FRAGMENT forward_model
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@ -1,2 +0,0 @@
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VERTEX skin_model_normal_map_dq
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FRAGMENT forward_model_normal_map
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@ -1,2 +0,0 @@
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VERTEX skin_model_normal_map_dq
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FRAGMENT forward_model_translucent
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@ -1,2 +0,0 @@
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VERTEX skin_model
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FRAGMENT model
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@ -1,2 +0,0 @@
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VERTEX skin_model_dq
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FRAGMENT model
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@ -1,2 +0,0 @@
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VERTEX skin_model
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FRAGMENT model_fade
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@ -1,2 +0,0 @@
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VERTEX skin_model_dq
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FRAGMENT model_fade
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@ -1,2 +0,0 @@
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VERTEX skin_model_normal_map
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FRAGMENT model_normal_map
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@ -1,2 +0,0 @@
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VERTEX skin_model_normal_map_dq
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FRAGMENT model_normal_map
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@ -1,2 +0,0 @@
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VERTEX skin_model_normal_map
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FRAGMENT model_normal_map_fade
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@ -1,2 +0,0 @@
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VERTEX skin_model_normal_map_dq
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FRAGMENT model_normal_map_fade
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@ -1,2 +0,0 @@
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VERTEX skin_model_shadow
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FRAGMENT model_shadow
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@ -1,2 +0,0 @@
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VERTEX skin_model_shadow_dq
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FRAGMENT model_shadow
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@ -1,2 +0,0 @@
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VERTEX skin_model_shadow
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FRAGMENT model_shadow_fade
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@ -1,2 +0,0 @@
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VERTEX skin_model_shadow_dq
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FRAGMENT model_shadow_fade
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