Removed extra PostShadow Technique from PBRLighting.j3md (#1273)
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@ -196,9 +196,9 @@ MaterialDef PBR Lighting {
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}
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Technique PostShadow{
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Technique PostShadow {
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VertexShader GLSL310 GLSL300 GLSL150: Common/MatDefs/Shadow/PostShadow.vert
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VertexShader GLSL310 GLSL300 GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadow.vert
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FragmentShader GLSL310 GLSL300 GLSL150: Common/MatDefs/Shadow/PostShadowPBR.frag
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FragmentShader GLSL310 GLSL300 GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadowPBR.frag
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WorldParameters {
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WorldParameters {
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WorldViewProjectionMatrix
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WorldViewProjectionMatrix
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@ -213,7 +213,6 @@ MaterialDef PBR Lighting {
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PCFEDGE : PCFEdge
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PCFEDGE : PCFEdge
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DISCARD_ALPHA : AlphaDiscardThreshold
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DISCARD_ALPHA : AlphaDiscardThreshold
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SHADOWMAP_SIZE : ShadowMapSize
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SHADOWMAP_SIZE : ShadowMapSize
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SHADOWMAP_SIZE : ShadowMapSize
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FADE : FadeInfo
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FADE : FadeInfo
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PSSM : Splits
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PSSM : Splits
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POINTLIGHT : LightViewProjectionMatrix5
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POINTLIGHT : LightViewProjectionMatrix5
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@ -231,40 +230,6 @@ MaterialDef PBR Lighting {
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}
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}
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}
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}
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Technique PostShadow{
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VertexShader GLSL100: Common/MatDefs/Shadow/PostShadow.vert
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FragmentShader GLSL100: Common/MatDefs/Shadow/PostShadowPBR.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldMatrix
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ViewProjectionMatrix
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ViewMatrix
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}
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Defines {
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HARDWARE_SHADOWS : HardwareShadows
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FILTER_MODE : FilterMode
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PCFEDGE : PCFEdge
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DISCARD_ALPHA : AlphaDiscardThreshold
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SHADOWMAP_SIZE : ShadowMapSize
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FADE : FadeInfo
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PSSM : Splits
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POINTLIGHT : LightViewProjectionMatrix5
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NUM_BONES : NumberOfBones
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INSTANCING : UseInstancing
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BACKFACE_SHADOWS: BackfaceShadows
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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}
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ForcedRenderState {
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Blend Modulate
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DepthWrite Off
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PolyOffset -0.1 0
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}
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}
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Technique PreNormalPass {
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Technique PreNormalPass {
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VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
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VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
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