GOOENGINE: Fix self shadow broken from last push
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@@ -140,7 +140,7 @@ GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_common)
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.additional_info("eevee_legacy_common_lib")
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.additional_info("eevee_legacy_common_utiltex_lib")
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.additional_info("draw_view")
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/* .fragment_out(1, Type::UINT, "resource_id_out") */
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.fragment_out(1, Type::UINT, "resource_id_out")
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.additional_info("eevee_legacy_closure_eval_surface_lib");
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/* Common info for all `prepass_frag_opaque` variants. */
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@@ -150,18 +150,18 @@ GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_opaque_common)
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GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_opaque)
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.additional_info("eevee_legacy_surface_lib_common")
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.additional_info("eevee_legacy_material_prepass_frag_opaque_common")
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.fragment_out(1, Type::VEC2, "out_normal");
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.fragment_out(2, Type::VEC2, "out_normal");
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GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_opaque_hair)
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.additional_info("eevee_legacy_surface_lib_hair")
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.additional_info("eevee_legacy_material_prepass_frag_opaque_common")
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.additional_info("draw_hair")
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.fragment_out(1, Type::VEC2, "out_normal");
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.fragment_out(2, Type::VEC2, "out_normal");
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GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_opaque_pointcloud)
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.additional_info("eevee_legacy_material_prepass_frag_opaque_common")
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.additional_info("draw_pointcloud")
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.fragment_out(1, Type::VEC2, "out_normal");
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.fragment_out(2, Type::VEC2, "out_normal");
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/* Common info for all `prepass_frag_alpha_hash` variants. */
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GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_alpha_hash_common)
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@@ -172,19 +172,19 @@ GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_alpha_hash_common)
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GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_alpha_hash)
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.additional_info("eevee_legacy_surface_lib_common")
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.additional_info("eevee_legacy_material_prepass_frag_alpha_hash_common")
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.fragment_out(1, Type::VEC2, "out_normal");
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.fragment_out(2, Type::VEC2, "out_normal");
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GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_alpha_hash_hair)
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.additional_info("eevee_legacy_surface_lib_hair")
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.additional_info("eevee_legacy_material_prepass_frag_alpha_hash_common")
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.additional_info("draw_hair")
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.fragment_out(1, Type::VEC2, "out_normal");
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.fragment_out(2, Type::VEC2, "out_normal");
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GPU_SHADER_CREATE_INFO(eevee_legacy_material_prepass_frag_alpha_hash_pointcloud)
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.additional_info("eevee_legacy_surface_lib_pointcloud")
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.additional_info("eevee_legacy_material_prepass_frag_alpha_hash_common")
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.additional_info("draw_pointcloud")
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.fragment_out(1, Type::VEC2, "out_normal");
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.fragment_out(2, Type::VEC2, "out_normal");
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/* Shadow Variants (Same as prepass but NO Normal Output) */
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@@ -92,7 +92,7 @@ void main()
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}
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#endif
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/* resource_id_out = resource_id; */
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resource_id_out = resource_id;
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/* GooEngine Fix: Output Normal to RG16 buffer (Loc 1).
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* Use viewNormal from vertex shader interface, which is always initialized.
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* g_data.N is only initialized when USE_ALPHA_HASH is defined. */
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