Don't push color info for shadow and rsm
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@@ -385,10 +385,7 @@ void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
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ListMatSplatting::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix);
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break;
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case Material::SHADERTYPE_VEGETATION:
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ListMatGrass::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, m_wind_dir,
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(mesh->m_render_info && mesh->m_material ?
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core::vector2df(mesh->m_render_info->getHue(), mesh->m_material->getColorizationFactor()) :
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core::vector2df(0.0f, 0.0f)));
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ListMatGrass::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, m_wind_dir, core::vector2df(0.0f, 0.0f));
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case Material::SHADERTYPE_ALPHA_BLEND:
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break;
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case Material::SHADERTYPE_ADDITIVE:
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@@ -457,10 +454,7 @@ void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
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ListMatSplatting::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix);
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break;
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case Material::SHADERTYPE_VEGETATION:
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ListMatGrass::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, m_wind_dir,
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(mesh->m_render_info && mesh->m_material ?
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core::vector2df(mesh->m_render_info->getHue(), mesh->m_material->getColorizationFactor()) :
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core::vector2df(0.0f, 0.0f)));
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ListMatGrass::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, m_wind_dir, core::vector2df(0.0f, 0.0f));
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break;
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case Material::SHADERTYPE_ALPHA_BLEND:
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break;
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