Fix running editor on older D3D10 backend
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@@ -183,11 +183,14 @@ bool TerrainMaterialShader::Load()
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// GBuffer Pass with lightmap (use pixel shader permutation for USE_LIGHTMAP=1)
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psDesc.PS = _shader->GetPS("PS_GBuffer", 1);
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_cache.DefaultLightmap.Init(psDesc);
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#if USE_EDITOR
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// Quad Overdraw
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psDesc.PS = _shader->GetPS("PS_QuadOverdraw");
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_cache.QuadOverdraw.Init(psDesc);
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if (_shader->HasShader("PS_QuadOverdraw"))
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{
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// Quad Overdraw
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psDesc.PS = _shader->GetPS("PS_QuadOverdraw");
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_cache.QuadOverdraw.Init(psDesc);
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}
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#endif
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// Depth Pass
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