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Unite nodes shaders.
Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.
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@ -2670,9 +2670,9 @@ void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font)
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infostream<<"- Updating node aliases"<<std::endl;
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m_nodedef->updateAliases(m_itemdef);
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// Update node textures
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// Update node textures and assign shaders to each tile
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infostream<<"- Updating node textures"<<std::endl;
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m_nodedef->updateTextures(m_tsrc);
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m_nodedef->updateTextures(m_tsrc, m_shsrc);
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// Preload item textures and meshes if configured to
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if(g_settings->getBool("preload_item_visuals"))
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