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Fixes shore waves rendering after 29368cf776.
Tested By: phosit Differential Revision: https://code.wildfiregames.com/D4865 This was SVN commit r27375.
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@@ -733,18 +733,23 @@ void TerrainRenderer::RenderWaterFoamOccluders(
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if (!m->shaderTechniqueSolidDepthTest)
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{
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m->shaderTechniqueSolidDepthTest = g_Renderer.GetShaderManager().LoadEffect(
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str_solid, {},
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[](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
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{
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pipelineStateDesc.depthStencilState.depthTestEnabled = true;
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pipelineStateDesc.rasterizationState.cullMode = Renderer::Backend::CullMode::NONE;
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});
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str_solid, {},
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[](Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)
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{
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pipelineStateDesc.depthStencilState.depthTestEnabled = true;
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pipelineStateDesc.rasterizationState.cullMode = Renderer::Backend::CullMode::NONE;
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});
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}
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GPU_SCOPED_LABEL(deviceCommandContext, "Render water foam occluders");
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// Render normals and foam to a framebuffer if we're using fancy effects.
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deviceCommandContext->BeginFramebufferPass(waterManager.m_FancyEffectsFramebuffer.get());
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Renderer::Backend::IFramebuffer* framebuffer =
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waterManager.m_FancyEffectsOccludersFramebuffer.get();
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deviceCommandContext->BeginFramebufferPass(framebuffer);
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Renderer::Backend::IDeviceCommandContext::Rect viewportRect{};
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viewportRect.width = framebuffer->GetWidth();
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viewportRect.height = framebuffer->GetHeight();
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deviceCommandContext->SetViewports(1, &viewportRect);
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// Overwrite waves that would be behind the ground.
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deviceCommandContext->SetGraphicsPipelineState(
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