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Handle bones in shadow pipeline.
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1 changed files with 3 additions and 0 deletions
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@ -4329,6 +4329,9 @@ static void CompileMeshPipeline(Hedgehog::Mirage::CMeshData* mesh, MeshLayer lay
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pipelineState.vertexStrides[0] = mesh->m_VertexSize;
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pipelineState.vertexStrides[0] = mesh->m_VertexSize;
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pipelineState.depthStencilFormat = RenderFormat::D32_FLOAT;
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pipelineState.depthStencilFormat = RenderFormat::D32_FLOAT;
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if (args.hasBone)
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pipelineState.specConstants |= SPEC_CONSTANT_HAS_BONE;
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if (layer == MeshLayer::PunchThrough)
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if (layer == MeshLayer::PunchThrough)
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pipelineState.specConstants |= SPEC_CONSTANT_ALPHA_TEST;
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pipelineState.specConstants |= SPEC_CONSTANT_ALPHA_TEST;
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