Added the Glow technique to PBR material so that it can work with the bloom filter.
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@ -256,23 +256,24 @@ MaterialDef PBR Lighting {
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Technique GBuf {
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Technique Glow {
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VertexShader GLSL100: Common/MatDefs/Light/GBuf.vert
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VertexShader GLSL100 GLSL150: Common/MatDefs/Misc/Unshaded.vert
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FragmentShader GLSL100: Common/MatDefs/Light/GBuf.frag
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Light/Glow.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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NormalMatrix
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ViewProjectionMatrix
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WorldViewMatrix
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ViewMatrix
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WorldMatrix
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}
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}
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Defines {
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Defines {
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VERTEX_COLOR : UseVertexColor
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NEED_TEXCOORD1
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NORMALMAP : NormalMap
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HAS_GLOWMAP : GlowMap
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SPECULARMAP : SpecularMap
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HAS_GLOWCOLOR : GlowColor
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PARALLAXMAP : ParallaxMap
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NUM_BONES : NumberOfBones
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INSTANCING : UseInstancing
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}
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}
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}
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}
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