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workarounds for gl4es
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205452b482
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2 changed files with 13 additions and 2 deletions
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@ -110,6 +110,10 @@ namespace MWRender
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if (!ext->glDisablei && ext->glDisableIndexedEXT)
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ext->glDisablei = ext->glDisableIndexedEXT;
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#ifdef ANDROID
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ext->glDisablei = nullptr;
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#endif
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if (ext->glDisablei)
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mNormalsSupported = true;
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else
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@ -172,11 +176,18 @@ namespace MWRender
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{
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mReload = true;
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mEnabled = true;
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bool postPass = Settings::Manager::getBool("transparent postpass", "Post Processing");
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mUsePostProcessing = usePostProcessing && !Stereo::getStereo() && !Stereo::getMultiview();
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mDisableDepthPasses = !mSoftParticles && !postPass;
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#ifdef ANDROID
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mDisableDepthPasses = true;
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#endif
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if (!mDisableDepthPasses && !Stereo::getStereo() && !Stereo::getMultiview())
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{
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mTransparentDepthPostPass = new TransparentDepthBinCallback(mRendering.getResourceSystem()->getSceneManager()->getShaderManager(), Settings::Manager::getBool("transparent postpass", "Post Processing"));
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mTransparentDepthPostPass = new TransparentDepthBinCallback(mRendering.getResourceSystem()->getSceneManager()->getShaderManager(), postPass);
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osgUtil::RenderBin::getRenderBinPrototype("DepthSortedBin")->setDrawCallback(mTransparentDepthPostPass);
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}
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@ -75,7 +75,7 @@ namespace fx
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uniform @builtinSampler omw_SamplerLastShader;
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uniform @builtinSampler omw_SamplerLastPass;
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uniform @builtinSampler omw_SamplerDepth;
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uniform highp @builtinSampler omw_SamplerDepth;
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uniform @builtinSampler omw_SamplerNormals;
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uniform vec4 omw_PointLights[@pointLightCount];
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