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https://github.com/MaSzyna-EU07/maszyna.git
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refactor(track): the ballast fades into that of the tracks joined, as the rails do
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@@ -2850,9 +2850,9 @@ material_handle opengl46_renderer::Tinted_Material(material_handle const Materia
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return m_materials.create_tinted(Material, Colour);
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}
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material_handle opengl46_renderer::Blend_Material(material_handle const Material, std::array<material_handle, 3> const &Others, bool const Grain)
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material_handle opengl46_renderer::Blend_Material(material_handle const Material, std::array<material_handle, 3> const &Others)
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{
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return m_materials.create_blend(Material, Others, Grain);
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return m_materials.create_blend(Material, Others);
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}
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bool opengl46_renderer::Blendable_Material(material_handle const Material)
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@@ -4405,7 +4405,7 @@ int opengl46_renderer::Prepass_Class( material_handle const Material )
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"detail_normalmap", "detail_normalmap_specgloss", "normalmap", "normalmap_specgloss",
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"reflmap", "reflmap_specgloss", "shadowlessnormalmap", "shadowlessnormalmap_specgloss",
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"sunlessnormalmap", "sunlessnormalmap_specgloss",
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"trackblend", "trackblend_grain", "trackblend_normalmap", "trackblend_normalmap_grain", "trackblend_specgloss", "trackblend_specgloss_grain" };
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"trackblend", "trackblend_normalmap", "trackblend_specgloss" };
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static std::unordered_set<std::string> const solid { "colored", "default_0", "terrain", "water", "water_specgloss", "invalid" };
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auto prepassclass { 0 };
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for( auto const &shader : m_shaders ) {
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@@ -102,7 +102,7 @@ class opengl46_renderer : public gfx_renderer {
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material_handle
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Tinted_Material( material_handle const Material, glm::vec3 const &Colour ) override;
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material_handle
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Blend_Material( material_handle const Material, std::array<material_handle, 3> const &Others, bool const Grain ) override;
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Blend_Material( material_handle const Material, std::array<material_handle, 3> const &Others ) override;
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bool
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Blendable_Material( material_handle const Material ) override;
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void
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@@ -112,8 +112,8 @@ public:
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virtual auto Matte_Material( material_handle const Material ) -> material_handle { return Material; }
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virtual auto Tinted_Material( material_handle const Material, glm::vec3 const &Colour ) -> material_handle { return Material; }
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// the material of a track blending its texture with those of up to three others (null: none) by the weights in y, z and w of the user data
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// of the vertices, the others as grains with Grain (world/TrackBlend.h). backends which can't make one give back the material itself
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virtual auto Blend_Material( material_handle const Material, std::array<material_handle, 3> const &Others, bool const Grain ) -> material_handle { return Material; }
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// of the vertices (world/TrackBlend.h). backends which can't make one give back the material itself
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virtual auto Blend_Material( material_handle const Material, std::array<material_handle, 3> const &Others ) -> material_handle { return Material; }
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// whether a material can be blended so
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virtual auto Blendable_Material( material_handle const Material ) -> bool { return false; }
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// heightmap terrain: material of a chunk blending the materials of up to 8 layers by their weights.
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