Add Spline Model
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@@ -390,12 +390,12 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
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// Prepare
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auto& info = _shaderHeader.Material.Info;
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const bool isSurfaceOrTerrain = info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Terrain;
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const bool isSurfaceOrTerrainOrDeformable = info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Terrain || info.Domain == MaterialDomain::Deformable;
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const bool useCustomData = info.ShadingModel == MaterialShadingModel::Subsurface || info.ShadingModel == MaterialShadingModel::Foliage;
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const bool useForward = ((info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable) && info.BlendMode != MaterialBlendMode::Opaque) || info.Domain == MaterialDomain::Particle;
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const bool useTess =
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info.TessellationMode != TessellationMethod::None &&
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RenderTools::CanSupportTessellation(options.Profile) && isSurfaceOrTerrain;
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RenderTools::CanSupportTessellation(options.Profile) && isSurfaceOrTerrainOrDeformable;
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const bool useDistortion =
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(info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable || info.Domain == MaterialDomain::Particle) &&
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info.BlendMode != MaterialBlendMode::Opaque &&
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@@ -457,7 +457,7 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
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options.Macros.Add({ "IS_PARTICLE", Numbers[info.Domain == MaterialDomain::Particle ? 1 : 0] });
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options.Macros.Add({ "IS_DEFORMABLE", Numbers[info.Domain == MaterialDomain::Deformable ? 1 : 0] });
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options.Macros.Add({ "USE_FORWARD", Numbers[useForward ? 1 : 0] });
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options.Macros.Add({ "USE_DEFERRED", Numbers[isSurfaceOrTerrain && info.BlendMode == MaterialBlendMode::Opaque ? 1 : 0] });
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options.Macros.Add({ "USE_DEFERRED", Numbers[isSurfaceOrTerrainOrDeformable && info.BlendMode == MaterialBlendMode::Opaque ? 1 : 0] });
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options.Macros.Add({ "USE_DISTORTION", Numbers[useDistortion ? 1 : 0] });
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#endif
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}
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