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Use the correct TransformView value if the model is skinned or not
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parent
88e64b859d
commit
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1 changed files with 12 additions and 7 deletions
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@ -215,13 +215,18 @@ void GameRenderer::render(VkCommandBuffer commandBuffer, uint32_t imageIndex, Ca
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if (renderMaterial.type == MaterialType::Skin) {
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if (renderMaterial.type == MaterialType::Skin) {
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systemKeys.push_back(physis_shpk_crc("DecodeDepthBuffer_RAWZ"));
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systemKeys.push_back(physis_shpk_crc("DecodeDepthBuffer_RAWZ"));
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}
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}
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std::vector<uint32_t> sceneKeys = {
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std::vector<uint32_t> sceneKeys;
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physis_shpk_crc("TransformViewSkin"),
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if (model.skinned) {
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physis_shpk_crc("GetAmbientLight_SH"),
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sceneKeys.push_back(physis_shpk_crc("TransformViewSkin"));
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physis_shpk_crc("GetReflectColor_Texture"),
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} else {
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physis_shpk_crc("GetAmbientOcclusion_None"),
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sceneKeys.push_back(physis_shpk_crc("TransformViewRigid"));
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physis_shpk_crc("ApplyDitherClipOff"),
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}
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};
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sceneKeys.push_back(physis_shpk_crc("GetAmbientLight_SH"));
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sceneKeys.push_back(physis_shpk_crc("GetReflectColor_Texture"));
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sceneKeys.push_back(physis_shpk_crc("GetAmbientOcclusion_None"));
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sceneKeys.push_back(physis_shpk_crc("ApplyDitherClipOff"));
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std::vector<uint32_t> materialKeys;
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std::vector<uint32_t> materialKeys;
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for (int j = 0; j < renderMaterial.shaderPackage.num_material_keys; j++) {
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for (int j = 0; j < renderMaterial.shaderPackage.num_material_keys; j++) {
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auto id = renderMaterial.shaderPackage.material_keys[j].id;
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auto id = renderMaterial.shaderPackage.material_keys[j].id;
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