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https://github.com/RandomityGuy/MBHaxe.git
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more glow
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parent
c4604d497a
commit
5960a845bd
6 changed files with 174 additions and 18 deletions
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@ -816,6 +816,12 @@ class DtsObject extends GameObject {
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var dot1 = normal.dot(vertexNormals[i1]);
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var dot2 = normal.dot(vertexNormals[i2]);
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var dot3 = normal.dot(vertexNormals[i3]);
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var matname = dts.matNames[materialIndex];
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// if (matname == 'blastwave') {
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// var temp = i1;
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// i1 = i3;
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// i3 = temp;
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// }
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// if (!StringTools.contains(this.dtsPath, 'helicopter.dts') && !StringTools.contains(this.dtsPath, 'tornado.dts'))
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// ^ temp hardcoded fix
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@ -154,7 +154,17 @@ class InstanceManager {
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if (glowPass != null) {
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var gpass = glowPass.clone();
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gpass.enableLights = false;
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gpass.depthTest = LessEqual;
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gpass.depthTest = glowPass.depthTest;
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gpass.blendSrc = glowPass.blendSrc;
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gpass.blendDst = glowPass.blendDst;
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gpass.blendOp = glowPass.blendOp;
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gpass.blendAlphaSrc = glowPass.blendAlphaSrc;
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gpass.blendAlphaDst = glowPass.blendAlphaDst;
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gpass.blendAlphaOp = glowPass.blendAlphaOp;
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if (glowPass.culling == None) {
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gpass.culling = glowPass.culling;
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}
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minfoshaders = [];
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for (shader in gpass.getShaders()) {
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@ -169,25 +169,27 @@ class EndPad extends DtsObject {
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glowpass.removeShader(dtsshader);
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.depthWrite = false;
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glowpass.enableLights = false;
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glowpass.blendSrc = SrcAlpha;
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glowpass.blendDst = OneMinusSrcAlpha;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPre");
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material.mainPass.setPassName("glowPreNoRender");
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material.mainPass.addShader(trivialShader);
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dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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material.blendMode = Alpha;
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material.mainPass.blendSrc = SrcAlpha;
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material.mainPass.blendDst = OneMinusSrcAlpha;
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// var thisprops:Dynamic = material.getDefaultProps();
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// thisprops.light = false; // We will calculate our own lighting
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// material.props = thisprops;
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// material.shadows = false;
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// material.blendMode = Alpha;
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// material.mainPass.depthWrite = false;
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// material.mainPass.blendSrc = SrcAlpha;
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// material.mainPass.blendDst = OneMinusSrcAlpha;
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}
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}
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}
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@ -32,5 +32,77 @@ class RoundBumper extends AbstractBumper {
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material.shadows = false;
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material.receiveShadows = true;
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}
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if (matName == "antigrav_glow") {
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var diffuseTex = ResourceLoader.getTexture("data/shapes/items/antigrav_glow.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var trivialShader = new shaders.TrivialMaterial(diffuseTex);
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var glowpass = material.mainPass.clone();
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glowpass.addShader(trivialShader);
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var dtsshader = glowpass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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glowpass.removeShader(dtsshader);
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.enableLights = false;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPre");
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material.mainPass.addShader(trivialShader);
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dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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}
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if (matName == "blastwave") {
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var diffuseTex = ResourceLoader.getTexture("data/shapes/images/blastwave.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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// aa
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var trivialShader = new shaders.TrivialMaterial(diffuseTex);
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material.mainPass.removeShader(material.textureShader);
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var glowpass = material.mainPass.clone();
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glowpass.addShader(trivialShader);
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var dtsshader = glowpass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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glowpass.removeShader(dtsshader);
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.depthWrite = false;
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glowpass.enableLights = false;
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glowpass.blendSrc = SrcAlpha;
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glowpass.blendDst = One;
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glowpass.blendOp = Add;
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glowpass.blendAlphaSrc = SrcAlpha;
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glowpass.blendAlphaDst = One;
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glowpass.blendAlphaOp = Add;
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// glowpass.blendSrc = SrcAlpha;
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// glowpass.blendDst = OneMinusSrcAlpha;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPreNoRender");
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material.mainPass.removeShader(material.textureShader);
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material.mainPass.addShader(trivialShader);
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dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.enableLights = false;
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// var thisprops:Dynamic = material.getDefaultProps();
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// thisprops.light = false; // We will calculate our own lighting
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// material.props = thisprops;
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material.shadows = false;
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// material.blendMode = Alpha;
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material.mainPass.depthWrite = false;
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}
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}
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}
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@ -43,6 +43,38 @@ class SignPlain extends DtsObject {
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material.receiveShadows = true;
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}
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if (matName == "arrowsign_arrow_glow") {
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var diffuseTex = ResourceLoader.getTexture('data/shapes/signs/arrowsign_arrow.png').resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var shader = new shaders.DefaultNormalMaterial(diffuseTex, 32, new h3d.Vector(1, 1, 1, 1), 1);
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shader.doGammaRamp = false;
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var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
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dtsTex.passThrough = true;
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material.mainPass.removeShader(material.textureShader);
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material.mainPass.addShader(shader);
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var glowpass = material.mainPass.clone();
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var dtsshader = glowpass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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glowpass.removeShader(dtsshader);
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.enableLights = false;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPre");
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dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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}
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if (matName == "ArrowPostUVW") {
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var diffuseTex = ResourceLoader.getTexture('data/shapes/signs/arrowpostUVW.png').resource;
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diffuseTex.wrap = Repeat;
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@ -61,8 +93,40 @@ class SignPlain extends DtsObject {
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}
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if (matName == "arrowsign_chain") {
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material.blendMode = Alpha;
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var diffuseTex = ResourceLoader.getTexture("data/shapes/signs/arrowsign_chain.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var trivialShader = new shaders.TrivialMaterial(diffuseTex);
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var glowpass = material.mainPass.clone();
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glowpass.addShader(trivialShader);
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var dtsshader = glowpass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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glowpass.removeShader(dtsshader);
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.depthWrite = false;
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glowpass.enableLights = false;
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glowpass.blendSrc = SrcAlpha;
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glowpass.blendDst = OneMinusSrcAlpha;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPreNoRender");
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material.mainPass.addShader(trivialShader);
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dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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material.blendMode = Alpha;
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material.mainPass.depthWrite = false;
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material.mainPass.blendSrc = SrcAlpha;
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material.mainPass.blendDst = OneMinusSrcAlpha;
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}
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if (matName == "arrowsign_post") {
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@ -106,25 +106,27 @@ class StartPad extends DtsObject {
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glowpass.removeShader(dtsshader);
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.depthWrite = false;
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glowpass.enableLights = false;
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glowpass.blendSrc = SrcAlpha;
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glowpass.blendDst = OneMinusSrcAlpha;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPre");
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material.mainPass.setPassName("glowPreNoRender");
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material.mainPass.addShader(trivialShader);
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dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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material.blendMode = Alpha;
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material.mainPass.blendSrc = SrcAlpha;
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material.mainPass.blendDst = OneMinusSrcAlpha;
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// var thisprops:Dynamic = material.getDefaultProps();
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// thisprops.light = false; // We will calculate our own lighting
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// material.props = thisprops;
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// material.shadows = false;
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// material.blendMode = Alpha;
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// material.mainPass.depthWrite = false;
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// material.mainPass.blendSrc = SrcAlpha;
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// material.mainPass.blendDst = OneMinusSrcAlpha;
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}
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}
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}
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