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Move crack overlay to shader
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@@ -288,7 +288,7 @@ class MainShaderUniformSetter : public IShaderUniformSetter
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CachedPixelShaderSetting<SamplerLayer_t> m_texture2{"texture2"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture3{"texture3"};
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// commonly used way to pass material color to shader
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// common material variables passed to shader
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video::SColor m_material_color;
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CachedPixelShaderSetting<float, 4> m_material_color_setting{"materialColor"};
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@@ -700,12 +700,8 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
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)";
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}
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// map legacy semantic texture names to texture identifiers
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fragment_header += R"(
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#define baseTexture texture0
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#define normalTexture texture1
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#define textureFlags texture2
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)";
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// legacy semantic texture name
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fragment_header += "#define baseTexture texture0\n";
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/// Unique name of this shader, for debug/logging
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std::string log_name = name;
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