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Adds framebuffer attachment load and store operations.
Comments By: phosit, Stan Differential Revision: https://code.wildfiregames.com/D4830 This was SVN commit r27256.
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@@ -212,12 +212,10 @@ void SkyManager::RenderSky(
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{
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GPU_SCOPED_LABEL(deviceCommandContext, "Render sky");
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if (!m_SkyVisible)
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return;
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// Do nothing unless SetSkySet was called
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if (m_SkySet.empty() || !m_SkyTextureCube)
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return;
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const CTexturePtr& skyTextureCube =
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!m_SkyVisible || m_SkySet.empty() || !m_SkyTextureCube
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? g_Renderer.GetTextureManager().GetBlackTextureCube()
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: m_SkyTextureCube;
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const CCamera& camera = g_Renderer.GetSceneRenderer().GetViewCamera();
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@@ -228,7 +226,7 @@ void SkyManager::RenderSky(
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deviceCommandContext->BeginPass();
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Renderer::Backend::IShaderProgram* shader = skytech->GetShader();
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deviceCommandContext->SetTexture(
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shader->GetBindingSlot(str_baseTex), m_SkyTextureCube->GetBackendTexture());
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shader->GetBindingSlot(str_baseTex), skyTextureCube->GetBackendTexture());
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// Translate so the sky center is at the camera space origin.
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CMatrix3D translate;
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