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Initial refactoring on shader usage and generation
`IShaderSource` was designed with the idea that if you want a shader, you must want it for a node. So it depends heavily on being given a tile material and the node drawtype. But this doesn't make sense neither in theory nor in practice. This commit takes a small step towards removing the incorrect abstraction.
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14 changed files with 81 additions and 53 deletions
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@ -62,7 +62,7 @@ Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShade
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m_materials[0] = baseMaterial();
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m_materials[0].MaterialType =
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ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA)).material;
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ssrc->getShaderInfo(ssrc->getShaderRaw("stars_shader", true)).material;
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m_materials[1] = baseMaterial();
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m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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