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use openmw define system
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2 changed files with 5 additions and 4 deletions
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@ -559,7 +559,7 @@ namespace Shader
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if (auto partsys = dynamic_cast<osgParticle::ParticleSystem*>(&node))
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{
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writableStateSet->setDefine("SOFT_PARTICLES", "1", osg::StateAttribute::ON);
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defineMap["softParticles"] = "1";
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auto depth = SceneUtil::createDepth();
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depth->setWriteMask(false);
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@ -568,6 +568,8 @@ namespace Shader
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writableStateSet->addUniform(new osg::Uniform("opaqueDepthTex", 2));
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writableStateSet->setTextureAttributeAndModes(2, mOpaqueDepthTex, osg::StateAttribute::ON);
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}
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else
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defineMap["softParticles"] = "0";
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std::string shaderPrefix;
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if (!node.getUserValue("shaderPrefix", shaderPrefix))
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@ -1,6 +1,5 @@
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#version 120
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#pragma import_defines(FORCE_OPAQUE)
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#pragma import_defines(SOFT_PARTICLES)
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#if @useUBO
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#extension GL_ARB_uniform_buffer_object : require
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@ -81,7 +80,7 @@ varying vec3 passNormal;
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#include "parallax.glsl"
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#include "alpha.glsl"
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#if defined(SOFT_PARTICLES) && SOFT_PARTICLES
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#if @softParticles
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#include "softparticles.glsl"
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#endif
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@ -225,7 +224,7 @@ void main()
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#endif
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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#if defined(SOFT_PARTICLES) && SOFT_PARTICLES
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#if @softParticles
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gl_FragData[0].a *= calcSoftParticleFade();
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#endif
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