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https://github.com/korenkonder/ReDIVA.git
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Shader: changed some shader flags
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+10
-10
@@ -312,37 +312,37 @@ namespace mdl {
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|| args->sub_mesh->attrib.m.transparent)
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|| attrib.punch_through) ? 1 : 0;
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uniform_value[U26] = 1;
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bool aniso = false;
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uniform_value[U_NPR_NORMAL] = 1;
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bool chara = false;
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const obj_material_data* material = args->material;
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switch (material->material.shader.index) {
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case SHADER_FT_CLOTH:
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if (!rctx->render_manager->npr_param && material->material.color.ambient.w < 1.0f
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&& material->material.shader_info.m.aniso_direction == OBJ_MATERIAL_ANISO_DIRECTION_NORMAL)
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aniso = true;
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chara = true;
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break;
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case SHADER_FT_TIGHTS:
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if (!rctx->render_manager->npr_param)
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aniso = true;
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chara = true;
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break;
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//case SHADER_FT_EYEBALL:
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case SHADER_FT_GLASEYE:
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uniform_value[U26] = 0;
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aniso = true;
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uniform_value[U_NPR_NORMAL] = 0;
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chara = true;
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break;
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case SHADER_FT_SKIN:
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aniso = true;
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chara = true;
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break;
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}
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if (aniso) {
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if (chara) {
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rctx->obj_batch.g_sss_param = { 0.0f, 0.0f, 0.0f, 0.5f };
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uniform_value[U37] = 1;
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uniform_value[U_SSS_CHARA] = 1;
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}
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else {
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const vec4& sss_param = rctx->sss_data->param;
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rctx->obj_batch.g_sss_param = { sss_param.x, sss_param.y, sss_param.z, 0.5f };
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uniform_value[U37] = 0;
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uniform_value[U_SSS_CHARA] = 0;
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}
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draw_sub_mesh_default(rctx, args);
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}
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