Sky material: Don't render sky twice; cull back faces. Also disable useless depth writing.
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@ -2,17 +2,13 @@ MaterialDef Sky Plane {
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MaterialParameters {
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TextureCubeMap Texture
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Boolean SphereMap
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Boolean EquirectMap
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Boolean EquirectMap
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Vector3 NormalScale
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}
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Technique {
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VertexShader GLSL100: Common/MatDefs/Misc/Sky.vert
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FragmentShader GLSL100: Common/MatDefs/Misc/Sky.frag
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RenderState {
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FaceCull Off
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}
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WorldParameters {
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ViewMatrix
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ProjectionMatrix
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@ -21,9 +17,12 @@ MaterialDef Sky Plane {
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Defines {
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SPHERE_MAP : SphereMap
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EQUIRECT_MAP : EquirectMap
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EQUIRECT_MAP : EquirectMap
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}
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RenderState {
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DepthWrite Off
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DepthFunc Equal
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}
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}
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Technique {
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}
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}
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