Refactor material shaders generator to use modular features as extensions
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@@ -163,27 +163,4 @@ void MaterialGenerator::linearizeSceneDepth(Node* caller, const Value& depth, Va
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value = writeLocal(VariantType::Float, String::Format(TEXT("ViewInfo.w / ({0}.x - ViewInfo.z)"), depth.Value), caller);
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}
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byte MaterialGenerator::getStartSrvRegister(MaterialLayer* baseLayer)
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{
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// Note: this must match material templates
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switch (baseLayer->Domain)
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{
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case MaterialDomain::Surface:
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return baseLayer->BlendMode == MaterialBlendMode::Transparent ? 3 : 3;
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case MaterialDomain::PostProcess:
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return 0;
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case MaterialDomain::Decal:
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return 1;
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case MaterialDomain::GUI:
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return 0;
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case MaterialDomain::Terrain:
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return 6;
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case MaterialDomain::Particle:
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return 5;
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default:
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CRASH;
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return 0;
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}
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}
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#endif
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