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Weapon rendering improvements
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@@ -323,6 +323,7 @@ namespace CodeWalker.Rendering
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uint windflag = 0;
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uint tintflag = 0;
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var shaderFile = geom.DrawableGeom.Shader.FileName;
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switch (shaderFile.Hash)
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{
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@@ -335,13 +336,18 @@ namespace CodeWalker.Rendering
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case 4265705004://{trees_normal_diffspec.sps}
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windflag = 1;
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break;
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case 231364109: //weapon_normal_spec_cutout_palette.sps
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case 3294641629://weapon_normal_spec_detail_palette.sps
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case 731050667: //weapon_normal_spec_palette.sps
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tintflag = 2; //use diffuse sampler alpha for tint lookup! (ignore texture alpha in PS)
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break;
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}
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GeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
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GeomVars.Vars.EnableTint = 0u;// usetint ? 1u : 0u;
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GeomVars.Vars.EnableTint = tintflag;// usetint ? 1u : 0u;
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GeomVars.Vars.IsDecal = 0u;// DecalMode ? 1u : 0u;
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GeomVars.Vars.EnableWind = windflag;
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GeomVars.Vars.WindOverrideParams = geom.WindOverrideParams;
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