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fix shader cache for sky rendering in ambient pass

This commit is contained in:
XProger
2019-01-11 06:16:57 +03:00
parent 2aa1e131c3
commit 7b77d03aeb

View File

@@ -76,6 +76,7 @@ struct ShaderCache {
compile(Core::passAmbient, Shader::ROOM, fx | FX_UNDERWATER, rsFull | RS_DISCARD); compile(Core::passAmbient, Shader::ROOM, fx | FX_UNDERWATER, rsFull | RS_DISCARD);
compile(Core::passAmbient, Shader::SPRITE, fx, rsFull | RS_DISCARD); compile(Core::passAmbient, Shader::SPRITE, fx, rsFull | RS_DISCARD);
compile(Core::passAmbient, Shader::SPRITE, fx | FX_UNDERWATER, rsFull | RS_DISCARD); compile(Core::passAmbient, Shader::SPRITE, fx | FX_UNDERWATER, rsFull | RS_DISCARD);
compile(Core::passAmbient, Shader::FLASH, fx, rsFull); // sky
} }
void prepareShadows(int fx) { void prepareShadows(int fx) {