quad-based grass edge diffuse fix + build
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@@ -7,7 +7,7 @@ float4 main(QGS_OUT PSIn) : SV_Target
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{
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float4 color = texture_0.Sample(sampler_linear_clamp,PSIn.tex);
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clip(color.a - 1.0f / 256.0f); // cancel heaviest overdraw for the alpha composition effect
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float opacity = color.a;
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float opacity = 1;
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color = DEGAMMA(color);
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float3 P = PSIn.pos3D;
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float3 V = g_xCamera_CamPos - P;
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@@ -993,6 +993,10 @@ static const int RESOLUTION = 36;
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struct EnvironmentProbe : public Transform
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{
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wiRenderTarget cubeMap;
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bool realTime;
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bool isUpToDate;
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EnvironmentProbe() :realTime(false), isUpToDate(false) {}
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};
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struct Model : public Transform
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