fixed broken rain effect
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@@ -2158,7 +2158,8 @@ void LoadShaders()
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case RENDERPASS_RAINBLOCKER:
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{
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RenderPassInfo renderpass_info;
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renderpass_info.rt_count = 0;
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renderpass_info.rt_count = 1;
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renderpass_info.rt_formats[0] = format_rendertarget_shadowmap; // Note: crash on Apple when rendertarget format is not set while renderpass has rendertarget (even though we do't use pixel shader for these)
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renderpass_info.ds_format = format_depthbuffer_shadowmap;
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PipelineState pso;
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device->CreatePipelineState(&desc, &pso, &renderpass_info);
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@@ -6021,7 +6022,7 @@ void DrawSoftParticles(
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)
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{
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size_t emitterCount = vis.visibleEmitters.size();
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if (emitterCount == 0)
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if (emitterCount == 0 && vis.scene->weather.rain_amount == 0)
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return;
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auto range = distortion ?
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@@ -9,7 +9,7 @@ namespace wi::version
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// minor features, major updates, breaking compatibility changes
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const int minor = 72;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 16;
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const int revision = 17;
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const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);
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