MSAA is now working
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@@ -84,4 +84,7 @@ NumIterations=5
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NumIterations=9
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[GLOW3]
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NumIterations=13
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NumIterations=13
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[MSAA]
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Level = 0;
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@@ -10,5 +10,6 @@
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<KeepRatioY>false</KeepRatioY>
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<KeepRatio>false</KeepRatio>
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<Linear>true</Linear>
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<ClampToBorder>false</ClampToBorder>
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<BlurBackground>false</BlurBackground>
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</Sprite>
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@@ -39,6 +39,9 @@
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<xs:element name="Linear" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ClampToBorder" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>If it should clamp to border or repeat the texture.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
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</xs:element>
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 PVM;
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layout (location = 0) in vec3 Position;
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layout (location = 4) in vec2 TextureCoords;
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@@ -13,6 +11,6 @@ out VertexData{
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void main()
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{
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gl_Position = P * V * M * vec4(Position, 1.0);
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gl_Position = PVM * vec4(Position, 1.0);
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Output.TextureCoordinate = TextureCoords;
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}
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 PVM;
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uniform mat4 Bones[100];
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layout (location = 0) in vec3 Position;
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@@ -24,6 +22,6 @@ void main()
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
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gl_Position = PVM * boneTransform * vec4(Position, 1.0);
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Output.TextureCoordinate = TextureCoords;
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}
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