Configurable sampling per custom texture in material shaders
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9 changed files with 117 additions and 27 deletions
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@ -361,7 +361,7 @@ void Wiper_Burn::SetTextures(FGameTexture *startscreen, FGameTexture *endscreen)
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BurnTexture = new FBurnTexture(WIDTH, HEIGHT);
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auto mat = FMaterial::ValidateTexture(endScreen, false);
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mat->ClearLayers();
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mat->AddTextureLayer(BurnTexture, false);
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mat->AddTextureLayer(BurnTexture, false, MaterialLayerSampling::Default);
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}
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//==========================================================================
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