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1 | // Auxilary lights |
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2 | |
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3 | /// Reference material [geometry] |
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4 | material DeferredShading/LightMaterial |
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5 | { |
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6 | technique |
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7 | { |
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8 | pass |
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9 | { |
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10 | // Don't disable depth test, because the light doesn't have to be rendered |
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11 | // if the bounding geometry is obscured. |
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12 | scene_blend add |
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13 | depth_write off |
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14 | depth_check on |
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15 | lighting off |
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16 | |
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17 | |
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18 | texture_unit |
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19 | { |
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20 | tex_address_mode clamp |
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21 | filtering none |
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22 | } |
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23 | texture_unit |
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24 | { |
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25 | tex_address_mode clamp |
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26 | filtering none |
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27 | } |
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28 | } |
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29 | } |
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30 | } |
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31 | /// Reference material [quad] |
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32 | material DeferredShading/LightMaterialQuad |
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33 | { |
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34 | technique |
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35 | { |
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36 | pass |
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37 | { |
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38 | scene_blend add |
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39 | depth_write off |
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40 | depth_check off |
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41 | lighting off |
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42 | |
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43 | texture_unit |
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44 | { |
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45 | tex_address_mode clamp |
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46 | filtering none |
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47 | } |
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48 | texture_unit |
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49 | { |
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50 | tex_address_mode clamp |
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51 | filtering none |
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52 | } |
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53 | } |
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54 | } |
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55 | } |
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56 | |
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