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Nov 25th, 2014
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  1. // Material Info Flags -> Red ( Flags ) of Material Info Buffer.
  2. void DeferredMatInfoFlagsHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
  3. {
  4. // search for material var
  5. Var *material = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  6. if ( !material )
  7. {
  8. // create material var
  9. material = new Var;
  10. material->setType( "fragout" );
  11. material->setName( getOutputTargetVarName(ShaderFeature::RenderTarget2) );
  12. material->setStructName( "OUT" );
  13. }
  14.  
  15. Var *matInfoFlags = new Var;
  16. matInfoFlags->setType( "float" );
  17. matInfoFlags->setName( "matInfoFlags" );
  18. matInfoFlags->uniform = true;
  19. matInfoFlags->constSortPos = cspPotentialPrimitive;
  20.  
  21. output = new GenOp( " @.r = @*@.a;\r\n", material, matInfoFlags, material );
  22. }
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