Allow alpha test shader to be colorizable
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2a50149e62
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@ -1,31 +1,47 @@
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#ifndef Use_Bindless_Texture
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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uniform sampler2D colorization_mask;
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#endif
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#ifdef Use_Bindless_Texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
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flat in sampler2D thirdhandle;
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#endif
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in vec2 uv;
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in vec4 color;
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in vec2 color_change;
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out vec4 FragColor;
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#stk_include "utils/getLightFactor.frag"
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#stk_include "utils/rgb_conversion.frag"
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void main(void)
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{
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#ifdef Use_Bindless_Texture
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vec4 col = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
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float mask = texture(thirdhandle, uv).a;
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#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
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#endif
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#else
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vec4 col = texture(Albedo, uv);
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float specmap = texture(SpecMap, uv).g;
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float mask = texture(colorization_mask, uv).a;
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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if (col.a * color.a < 0.5) discard;
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if (color_change.x > 0.0)
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{
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vec3 old_hsv = rgbToHsv(col.rgb);
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float mask_step = step(mask, 0.5);
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vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(color_change.x, max(old_hsv.y, color_change.y)), vec2(mask_step, mask_step));
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vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
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col = vec4(new_color.r, new_color.g, new_color.b, col.a);
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}
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, 0.), 1.);
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}
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@ -1,16 +1,21 @@
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#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D Albedo;
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layout(bindless_sampler) uniform sampler2D SpecMap;
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layout(bindless_sampler) uniform sampler2D colorization_mask;
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#else
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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uniform sampler2D colorization_mask;
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#endif
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uniform vec2 color_change;
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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#stk_include "utils/getLightFactor.frag"
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#stk_include "utils/rgb_conversion.frag"
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void main(void)
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{
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@ -22,6 +27,16 @@ void main(void)
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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if (col.a * color.a < 0.5) discard;
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float mask = texture(colorization_mask, uv).a;
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if (color_change.x > 0.0)
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{
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vec3 old_hsv = rgbToHsv(col.rgb);
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float mask_step = step(mask, 0.5);
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vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(color_change.x, max(old_hsv.y, color_change.y)), vec2(mask_step, mask_step));
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col.xyz = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
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}
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float specmap = texture(SpecMap, uv).g;
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float emitmap = texture(SpecMap, uv).b;
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@ -295,7 +295,10 @@ void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
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core::vector2df(0.0f, 0.0f)));
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break;
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case Material::SHADERTYPE_ALPHA_TEST:
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ListMatAlphaRef::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans);
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ListMatAlphaRef::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans,
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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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break;
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case Material::SHADERTYPE_NORMAL_MAP:
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ListMatNormalMap::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans,
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@ -364,7 +367,7 @@ void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
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ListMatDefault::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));
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break;
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case Material::SHADERTYPE_ALPHA_TEST:
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ListMatAlphaRef::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans);
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ListMatAlphaRef::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));
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break;
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case Material::SHADERTYPE_NORMAL_MAP:
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ListMatNormalMap::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));
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@ -436,7 +439,7 @@ void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
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ListMatDefault::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));
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break;
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case Material::SHADERTYPE_ALPHA_TEST:
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ListMatAlphaRef::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans);
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ListMatAlphaRef::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));
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break;
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case Material::SHADERTYPE_NORMAL_MAP:
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ListMatNormalMap::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));
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@ -191,7 +191,7 @@ void GL3DrawPolicy::drawSolidSecondPass (const DrawCalls& draw_calls,
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const std::vector<GLuint>& prefilled_tex) const
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{
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renderMeshes2ndPass<DefaultMaterial, 4, 3, 1> (handles, prefilled_tex);
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renderMeshes2ndPass<AlphaRef, 3, 1 > (handles, prefilled_tex);
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renderMeshes2ndPass<AlphaRef, 4, 3, 1> (handles, prefilled_tex);
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renderMeshes2ndPass<UnlitMat, 3, 1 > (handles, prefilled_tex);
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renderMeshes2ndPass<SplattingMat, 1 > (handles, prefilled_tex);
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renderMeshes2ndPass<SphereMap, 2, 1 > (handles, prefilled_tex);
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@ -27,8 +27,8 @@ const STK::Tuple<size_t> DefaultMaterial::RSMTextures = STK::Tuple<size_t>(0);
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// ----------------------------------------------------------------------------
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const STK::Tuple<size_t, size_t> AlphaRef::FirstPassTextures
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= STK::Tuple<size_t, size_t>(0, 1);
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const STK::Tuple<size_t, size_t> AlphaRef::SecondPassTextures
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= STK::Tuple<size_t, size_t>(0, 1);
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const STK::Tuple<size_t, size_t, size_t> AlphaRef::SecondPassTextures
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= STK::Tuple<size_t, size_t, size_t>(0, 1, 2);
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const STK::Tuple<size_t> AlphaRef::ShadowTextures = STK::Tuple<size_t>(0);
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const STK::Tuple<size_t> AlphaRef::RSMTextures = STK::Tuple<size_t>(0);
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@ -55,20 +55,22 @@ public:
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}; // InstancedObjectRefPass1Shader
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// ============================================================================
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class ObjectRefPass2Shader : public TextureShader<ObjectRefPass2Shader, 5,
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core::matrix4, core::vector2df>
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class ObjectRefPass2Shader : public TextureShader<ObjectRefPass2Shader, 6,
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core::matrix4, core::vector2df,
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core::vector2df>
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{
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public:
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ObjectRefPass2Shader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "object_pass.vert",
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GL_FRAGMENT_SHADER, "objectref_pass2.frag");
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assignUniforms("ModelMatrix", "texture_trans");
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assignUniforms("ModelMatrix", "texture_trans", "color_change");
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assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
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1, "SpecularMap", ST_NEAREST_FILTERED,
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2, "SSAO", ST_BILINEAR_FILTERED,
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3, "Albedo", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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4, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED);
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4, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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5, "colorization_mask", ST_TRILINEAR_ANISOTROPIC_FILTERED);
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} // ObjectRefPass2Shader
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}; // ObjectRefPass2Shader
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@ -91,7 +93,7 @@ public:
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}; // InstancedObjectPass2Shader
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// ============================================================================
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class InstancedObjectRefPass2Shader : public TextureShader<InstancedObjectRefPass2Shader, 5>
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class InstancedObjectRefPass2Shader : public TextureShader<InstancedObjectRefPass2Shader, 6>
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{
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public:
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InstancedObjectRefPass2Shader()
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@ -103,7 +105,8 @@ public:
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1, "SpecularMap", ST_NEAREST_FILTERED,
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2, "SSAO", ST_BILINEAR_FILTERED,
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3, "Albedo", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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4, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED);
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4, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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5, "colorization_mask", ST_TRILINEAR_ANISOTROPIC_FILTERED);
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} // InstancedObjectRefPass2Shader
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}; // InstancedObjectRefPass2Shader
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@ -652,7 +655,7 @@ struct AlphaRef
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static const enum Material::ShaderType MaterialType = Material::SHADERTYPE_ALPHA_TEST;
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static const enum InstanceType Instance = InstanceTypeThreeTex;
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static const STK::Tuple<size_t, size_t> FirstPassTextures;
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static const STK::Tuple<size_t, size_t> SecondPassTextures;
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static const STK::Tuple<size_t, size_t, size_t> SecondPassTextures;
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static const STK::Tuple<size_t> ShadowTextures;
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static const STK::Tuple<size_t> RSMTextures;
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}; // struct AlphaRef
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@ -118,7 +118,8 @@ class ListMatDefault : public MeshList<ListMatDefault, GLMesh *, core::matrix4,
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// ----------------------------------------------------------------------------
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class ListMatAlphaRef : public MeshList<ListMatAlphaRef, GLMesh *, core::matrix4,
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core::matrix4, core::vector2df>
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core::matrix4, core::vector2df,
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core::vector2df>
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{};
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// ----------------------------------------------------------------------------
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