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Navmesh/paths rendering depth bias, navmesh points and portals now selectable
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@@ -35,6 +35,7 @@ VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
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float3 ipos = input.Position.xyz * 0.25f;
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float3 opos = ipos + npos - CameraPos.xyz;
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float4 cpos = mul(float4(opos, 1), ViewProj);
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cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
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output.Position = cpos;
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output.Colour = ((float4)1) * LightColour.a; //apply intensity
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@@ -36,6 +36,7 @@ VS_OUTPUT main(uint id : SV_VertexID)
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float3 opos = pos - CameraPos.xyz;
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float4 cpos = mul(float4(opos, 1), ViewProj);
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cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
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output.Position = cpos;
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output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
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output.Colour.a = col.a;
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@@ -28,6 +28,7 @@ VS_OUTPUT main(VS_INPUT input)
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float3 opos = pos - CameraPos.xyz;
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float4 cpos = mul(float4(opos, 1), ViewProj);
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cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
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output.Position = cpos;
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output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
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output.Colour.a = col.a;
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