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Clean up Irrlicht shader API
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@@ -14,10 +14,9 @@
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#include "client/client.h"
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#include "client/clientmap.h"
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#include "profiler.h"
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#include "EShaderTypes.h"
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#include "IGPUProgrammingServices.h"
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#include "IMaterialRenderer.h"
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#include <IVideoDriver.h>
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#include "IVideoDriver.h"
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ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
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m_smgr(device->getSceneManager()), m_driver(device->getVideoDriver()),
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@@ -539,10 +538,9 @@ void ShadowRenderer::createShaders()
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m_shadow_depth_cb = new ShadowDepthShaderCB();
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depth_shader = gpu->addHighLevelShaderMaterial(
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readShaderFile(depth_shader_vs).c_str(), "vertexMain",
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video::EVST_VS_1_1,
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readShaderFile(depth_shader_fs).c_str(), "pixelMain",
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video::EPST_PS_1_2, m_shadow_depth_cb, video::EMT_ONETEXTURE_BLEND);
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readShaderFile(depth_shader_vs).c_str(),
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readShaderFile(depth_shader_fs).c_str(), nullptr,
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m_shadow_depth_cb, video::EMT_ONETEXTURE_BLEND);
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if (depth_shader == -1) {
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// upsi, something went wrong loading shader.
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@@ -578,10 +576,9 @@ void ShadowRenderer::createShaders()
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m_shadow_depth_entity_cb = new ShadowDepthShaderCB();
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depth_shader_entities = gpu->addHighLevelShaderMaterial(
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readShaderFile(depth_shader_vs).c_str(), "vertexMain",
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video::EVST_VS_1_1,
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readShaderFile(depth_shader_fs).c_str(), "pixelMain",
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video::EPST_PS_1_2, m_shadow_depth_entity_cb);
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readShaderFile(depth_shader_vs).c_str(),
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readShaderFile(depth_shader_fs).c_str(), nullptr,
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m_shadow_depth_entity_cb);
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if (depth_shader_entities == -1) {
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// upsi, something went wrong loading shader.
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@@ -616,10 +613,9 @@ void ShadowRenderer::createShaders()
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m_shadow_mix_cb = new shadowScreenQuadCB();
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m_screen_quad = new shadowScreenQuad();
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mixcsm_shader = gpu->addHighLevelShaderMaterial(
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readShaderFile(depth_shader_vs).c_str(), "vertexMain",
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video::EVST_VS_1_1,
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readShaderFile(depth_shader_fs).c_str(), "pixelMain",
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video::EPST_PS_1_2, m_shadow_mix_cb);
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readShaderFile(depth_shader_vs).c_str(),
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readShaderFile(depth_shader_fs).c_str(), nullptr,
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m_shadow_mix_cb);
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m_screen_quad->getMaterial().MaterialType =
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(video::E_MATERIAL_TYPE)mixcsm_shader;
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@@ -655,10 +651,9 @@ void ShadowRenderer::createShaders()
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m_shadow_depth_trans_cb = new ShadowDepthShaderCB();
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depth_shader_trans = gpu->addHighLevelShaderMaterial(
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readShaderFile(depth_shader_vs).c_str(), "vertexMain",
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video::EVST_VS_1_1,
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readShaderFile(depth_shader_fs).c_str(), "pixelMain",
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video::EPST_PS_1_2, m_shadow_depth_trans_cb);
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readShaderFile(depth_shader_vs).c_str(),
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readShaderFile(depth_shader_fs).c_str(), nullptr,
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m_shadow_depth_trans_cb);
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if (depth_shader_trans == -1) {
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// upsi, something went wrong loading shader.
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