# 1 "c:\\bf_ra3_qabuild_eala-build20\\ra3\\run\\shaders\\ingame.scrape" var camera Viewer # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/Common.scrapeh" 1 var surface FrameBuffer color0 var surface DepthBuffer depth var surface FrameRenderTarget edram $WW3D.FrameBufferSize.x $WW3D.FrameBufferSize.y $WW3D.FrameRenderTargetSurfaceFormat $WW3D.AntiAliasingMode var surface FrameDepthBuffer edramdepth $WW3D.FrameBufferSizeIfAntiAliasing.x $WW3D.FrameBufferSizeIfAntiAliasing.y D24S8 $WW3D.AntiAliasingMode proc updateFrameRenderTargetToUse if WW3D IsHdrEnabled setbool WW3D IsUsingFrameRenderTarget true elif WW3D IsAntiAliasingEnabled setbool WW3D IsUsingFrameRenderTarget true else setbool WW3D IsUsingFrameRenderTarget false endif endproc proc setFrameRenderTarget if WW3D IsUsingFrameRenderTarget settarget 0 FrameRenderTarget else settarget 0 FrameBuffer endif endproc proc setFrameDepthBuffer if WW3D IsAntiAliasingEnabled setdepth FrameDepthBuffer else setdepth DepthBuffer endif endproc proc renderBinsUnit renderbin UnitPlayer0 renderbin UnitPlayer1 renderbin UnitPlayer2 renderbin UnitPlayer3 renderbin UnitPlayer4 renderbin UnitPlayer5 renderbin UnitPlayer6 renderbin UnitPlayer7 renderbin UnitPlayer8 renderbin UnitPlayer9 renderbin UnitPlayer10 renderbin UnitPlayer11 renderbin UnitPlayer12 renderbin UnitPlayer13 renderbin UnitPlayer14 renderbin UnitPlayer15 renderbin UnitPlayer16 renderbin UnitPlayer17 renderbin UnitPlayer18 renderbin UnitPlayer19 endproc proc renderBinsStaticSort renderbin StaticSort4 renderbin StaticSort3 renderbin StaticSort2 renderbin StaticSort1 endproc proc renderBinsStructureOutline renderbin StructureOutlineSelected renderbin StructureOutlineHoverAttack renderbin StructureOutlineHoverSelect endproc proc renderBinsUnitOutline renderbin UnitOutlineSelected renderbin UnitOutlineHoverAttack renderbin UnitOutlineHoverSelect endproc var texture FXDistortionFractal FXDistortionFractal01 var texture FXOceanCubeMap FXOceanCubeMap var texture FXJapanBuildMask FXJapanBuildMask var texture FXChronoRift FXChronoRift var texture FXIronCurtain FXIronCurtain var texture FXLightningTeslaHit FXLightningTeslaHit var texture FXFilmLut FXFilmLut proc initCustomTextures settexture WW3D FXDistortionFractal FXDistortionFractal settexture WW3D FXOceanCubeMap FXOceanCubeMap settexture WW3D FXJapanBuildMask FXJapanBuildMask settexture WW3D FXChronoRift FXChronoRift settexture WW3D FXIronCurtain FXIronCurtain settexture WW3D FXLightningTeslaHit FXLightningTeslaHit settexture PostEffect LookupTable.FilmTonemapping FXFilmLut endproc # 9 "c:\\bf_ra3_qabuild_eala-build20\\ra3\\run\\shaders\\ingame.scrape" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/Shadow.scrapeh" 1 var texture ShadowMapTexture $Sas.Shadow[0].MapSize $Sas.Shadow[0].MapSize R32F var surface ShadowMapDepthBuffer edramdepth $Sas.Shadow[0].MapSize $Sas.Shadow[0].MapSize D24S8 var camera ShadowMap proc renderShadowCasters if DebugToggle BaselineRendering.IsEnabled if DebugToggle TerrainCaster.IsEnabled renderTerrain endif endif renderbin TerrainLikeGroundObject renderbin Bridge if DebugToggle BaselineRendering.IsEnabled renderProps endif beginevent RenderCasters_Units callproc renderBinsUnit callproc renderBinsUnitOutline endevent RenderCasters_Units renderbin Solid if DebugToggle StructureCaster.IsEnabled beginevent RenderCasters_Structures renderbin Structure callproc renderBinsStructureOutline endevent RenderCasters_Structures endif renderbin StaticSort5 callproc renderBinsStaticSort renderbin Transparent renderTransparentOutlineObjects endproc proc updateShadowTexture if Sas ShadowMappingEnabled beginevent UpdateShadowMap settarget 0 ShadowMapTexture setdepth ShadowMapDepthBuffer shadowMap.beginUpdate beginShadowOverrideTechnique setclearcolor 1 1 1 1 setcleardepth 1.0 clear setcamera ShadowMap visibleobjects ShadowMap callproc renderShadowCasters endShadowOverrideTechnique shadowMap.endUpdate endevent UpdateShadowMap endif endproc # 10 "c:\\bf_ra3_qabuild_eala-build20\\ra3\\run\\shaders\\ingame.scrape" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/PostFX.scrapeh" 1 var texture PostEffectFrameBufferTexture $PostEffect.FrameBufferSize.x $PostEffect.FrameBufferSize.y $WW3D.FrameRenderTargetTextureFormat proc copyFrameBufferToTexture if WW3D IsUsingFrameRenderTarget stretchrect FrameRenderTarget PostEffectFrameBufferTexture else stretchrect FrameBuffer PostEffectFrameBufferTexture endif endproc # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/PostFX_LookupTable.scrapeh" 1 var shader PostEffectLookupTableShader PostFX_LookupTable.fx proc PostEffectLookupTable beginevent UpdatePostFXLookupTable if PostEffect LookupTable.IsEnabled callproc copyFrameBufferToTexture settarget 0 FrameBuffer setdepth DepthBuffer settexture PostEffect FrameBufferTexture PostEffectFrameBufferTexture setshader PostEffectLookupTableShader Default renderquad else if WW3D IsUsingFrameRenderTarget callproc copyFrameBufferToTexture settexture PostEffect FrameBufferTexture PostEffectFrameBufferTexture settarget 0 FrameBuffer setdepth DepthBuffer setshader PostEffectLookupTableShader ResolveOnly renderquad endif endif endevent UpdatePostFXLookupTable endproc # 37 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/PostFX.scrapeh" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/PostFX_Distortion.scrapeh" 1 var texture DistortionOffsetTexture $PostEffect.FrameBufferSize.x $PostEffect.FrameBufferSize.y A8R8G8B8 var shader PostEffectDistortionShader PostFX_Distortion.fx proc PostEffectDistortion if PostEffect Distortion.IsEnabled beginevent UpdatePostFXDistortion callproc copyFrameBufferToTexture setclearcolor 0.5 0.5 1 1 clearcolor renderbin Distorter renderbin Distorter 1 renderDistortionLasers if WW3D IsUsingFrameRenderTarget stretchrect FrameRenderTarget DistortionOffsetTexture else stretchrect FrameBuffer DistortionOffsetTexture endif settexture PostEffect FrameBufferTexture PostEffectFrameBufferTexture settexture PostEffect Distortion.DistortionOffsetTexture DistortionOffsetTexture setshader PostEffectDistortionShader renderquad endevent UpdatePostFXDistortion endif endproc # 38 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/PostFX.scrapeh" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/PostFX_Bloom.scrapeh" 1 var shader PostEffectBloomShader PostFX_Bloom.fx # 67 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/PostFX_Bloom.scrapeh" var texture BloomTextureHigh0 $PostEffect.Bloom.TextureSizeHigh.x $PostEffect.Bloom.TextureSizeHigh.y $PostEffect.Bloom.TextureFormat var texture BloomTextureHigh1 $PostEffect.Bloom.TextureSizeHigh.x $PostEffect.Bloom.TextureSizeHigh.y $PostEffect.Bloom.TextureFormat var texture BloomTextureMedium0 $PostEffect.Bloom.TextureSizeMedium.x $PostEffect.Bloom.TextureSizeMedium.y $PostEffect.Bloom.TextureFormat var texture BloomTextureMedium1 $PostEffect.Bloom.TextureSizeMedium.x $PostEffect.Bloom.TextureSizeMedium.y $PostEffect.Bloom.TextureFormat var texture BloomTextureLow0 $PostEffect.Bloom.TextureSizeLow.x $PostEffect.Bloom.TextureSizeLow.y $PostEffect.Bloom.TextureFormat var texture BloomTextureLow1 $PostEffect.Bloom.TextureSizeLow.x $PostEffect.Bloom.TextureSizeLow.y $PostEffect.Bloom.TextureFormat proc PostEffectBloom if PostEffect Bloom.IsEnabled beginevent UpdatePostFXBloom callproc copyFrameBufferToTexture setdepth NULL settexture PostEffect Bloom.SourceTexture PostEffectFrameBufferTexture settosize PostEffect Bloom.SourceTextureSize PostEffectFrameBufferTexture settarget 0 BloomTextureHigh0 settosize PostEffect Bloom.TargetTextureSize BloomTextureHigh0 setshader PostEffectBloomShader DownsampleInitial renderquad settexture PostEffect Bloom.SourceTexture BloomTextureHigh0 settosize PostEffect Bloom.SourceTextureSize BloomTextureHigh0 settarget 0 BloomTextureMedium0 setshader PostEffectBloomShader Downsample4x4 renderquad settexture PostEffect Bloom.SourceTexture BloomTextureMedium0 settosize PostEffect Bloom.SourceTextureSize BloomTextureMedium0 settarget 0 BloomTextureLow0 setshader PostEffectBloomShader Downsample4x4 renderquad settexture PostEffect Bloom.SourceTexture BloomTextureLow0 settosize PostEffect Bloom.SourceTextureSize BloomTextureLow0 settarget 0 BloomTextureLow1 setshader PostEffectBloomShader BlurGaussian11x11U renderquad settarget 0 BloomTextureLow0 settexture PostEffect Bloom.SourceTexture BloomTextureLow1 settosize PostEffect Bloom.SourceTextureSize BloomTextureLow1 setshader PostEffectBloomShader BlurGaussian11x11V renderquad settexture PostEffect FrameBufferTexture BloomTextureMedium0 settexture PostEffect Bloom.SourceTexture BloomTextureLow0 settarget 0 BloomTextureMedium1 setshader PostEffectBloomShader Accumulate renderquad settexture PostEffect Bloom.SourceTexture BloomTextureMedium1 settosize PostEffect Bloom.SourceTextureSize BloomTextureMedium1 settarget 0 BloomTextureMedium0 setshader PostEffectBloomShader BlurGaussian11x11U renderquad settexture PostEffect Bloom.SourceTexture BloomTextureMedium0 settosize PostEffect Bloom.SourceTextureSize BloomTextureMedium0 settarget 0 BloomTextureMedium1 setshader PostEffectBloomShader BlurGaussian11x11V renderquad settexture PostEffect FrameBufferTexture BloomTextureHigh0 settexture PostEffect Bloom.SourceTexture BloomTextureMedium1 settarget 0 BloomTextureHigh1 setshader PostEffectBloomShader Accumulate renderquad settexture PostEffect Bloom.SourceTexture BloomTextureHigh1 settosize PostEffect Bloom.SourceTextureSize BloomTextureHigh1 settarget 0 BloomTextureHigh0 setshader PostEffectBloomShader BlurGaussian11x11U renderquad settexture PostEffect Bloom.SourceTexture BloomTextureHigh0 settosize PostEffect Bloom.SourceTextureSize BloomTextureHigh0 settarget 0 BloomTextureHigh1 setshader PostEffectBloomShader BlurGaussian11x11V renderquad callproc setFrameRenderTarget settexture PostEffect FrameBufferTexture PostEffectFrameBufferTexture settexture PostEffect Bloom.SourceTexture BloomTextureHigh1 setshader PostEffectBloomShader AccumulateFinal renderquad callproc setFrameDepthBuffer endevent UpdatePostFXBloom endif endproc # 39 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/PostFX.scrapeh" 2 proc renderPostEffects beginevent RenderPostEffects callproc PostEffectDistortion callproc PostEffectBloom callproc PostEffectLookupTable endevent RenderPostEffects endproc # 11 "c:\\bf_ra3_qabuild_eala-build20\\ra3\\run\\shaders\\ingame.scrape" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/DepthMap.scrapeh" 1 var texture DepthTexture $PostEffect.FrameBufferSize.x $PostEffect.FrameBufferSize.y R32F var texture DepthTextureLinear $PostEffect.FrameBufferSize.x $PostEffect.FrameBufferSize.y R32F var shader PostEffectLinearDepthShader PostFX_LinearDepth.fx proc renderDepthCasters renderTerrain renderbin TerrainLikeGroundObject renderbin Bridge renderProps beginevent RenderCasters_Units callproc renderBinsUnit callproc renderBinsUnitOutline endevent RenderCasters_Units renderbin Solid beginevent RenderCasters_Structures renderbin Structure callproc renderBinsStructureOutline endevent RenderCasters_Structures renderbin StaticSort5 callproc renderBinsStaticSort renderbin Transparent renderTransparentOutlineObjects endproc proc updateDepthMapReally beginevent UpdateDepthMap settarget 0 DepthTexture setdepth DepthBuffer beginDepthOverrideTechnique setclearcolor 1 1 1 1 setcleardepth 1.0 clear setcamera Viewer visibleobjects DepthMap callproc renderDepthCasters endDepthOverrideTechnique setshader PostEffectLinearDepthShader LinearDepth # 102 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/DepthMap.scrapeh" settarget 0 DepthTextureLinear settexture PostEffect DepthBufferTexture DepthTexture renderquad settexture WW3D DepthTexture DepthTextureLinear endevent UpdateDepthMap endproc proc updateDepthMap if Water IsReflectionVisible callproc updateDepthMapReally elif Particle IsSoftParticlesEnabled callproc updateDepthMapReally endif endproc # 12 "c:\\bf_ra3_qabuild_eala-build20\\ra3\\run\\shaders\\ingame.scrape" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/WaterReflection.scrapeh" 1 var texture WaterReflectionTexture 512 512 $WW3D.FrameRenderTargetTextureFormat var camera Reflection proc updateWaterReflection if Water IsReflectionVisible beginevent UpdateWaterReflection setbool Particle ReallyRenderSoftParticles false setdepth DepthBuffer settarget 0 WaterReflectionTexture setclearcolor 0 0 0 1 setcleardepth 1.0 clear setcamera Reflection visibleobjects Reflection if DebugToggle BaselineRendering.IsEnabled if DebugToggle TerrainReflection.IsEnabled renderTerrain endif renderbin TerrainLikeGroundObject endif renderbin Bridge beginevent RenderCasters_Units callproc renderBinsUnit callproc renderBinsUnitOutline endevent RenderCasters_Units if DebugToggle BaselineRendering.IsEnabled renderbin Solid endif if DebugToggle BaselineRendering.IsEnabled if DebugToggle StructureReflection.IsEnabled beginevent RenderCasters_Structures renderbin Structure callproc renderBinsStructureOutline endevent RenderCasters_Structures endif endif renderbin StaticSort5 callproc renderBinsStaticSort renderbin Transparent renderParticles renderTracers renderLasers renderConnectionLines settexture Water ReflectionTexture WaterReflectionTexture setbool Particle ReallyRenderSoftParticles true endevent UpdateWaterReflection else endif endproc proc updateWaterRefraction if Water IsRefractionVisible if WW3D IsUsingFrameRenderTarget stretchrect FrameRenderTarget PostEffectFrameBufferTexture else stretchrect FrameBuffer PostEffectFrameBufferTexture endif settexture Water RefractionTexture PostEffectFrameBufferTexture else endif endproc # 13 "c:\\bf_ra3_qabuild_eala-build20\\ra3\\run\\shaders\\ingame.scrape" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/OceanDisplacement.scrapeh" 1 var texture OceanDisplacementTexture 1024 1024 A16B16G16R16F var texture OceanDisplacementTexture2 1024 1024 A16B16G16R16F var shader OceanDisplacementShader OceanDisplacement.fx var camera OceanDisplacement var texture StaticOceanDisplacementTexture Octave3_NRM proc updateOceanDisplacement settexture Water StaticDisplacementTexture StaticOceanDisplacementTexture if Water IsReflectionVisible beginevent UpdateWaterDisplacement setfloat Water DisplacementTextureSize 1024 settarget 0 OceanDisplacementTexture setdepth NULL setclearcolor 0 0 0 0 clearcolor setcamera OceanDisplacement renderWaterDisplacement renderbin OceanDisplacement renderbin OceanDisplacement 1 setshader OceanDisplacementShader StaticDisplacement renderquad settexture Water DisplacementTexture OceanDisplacementTexture settarget 0 OceanDisplacementTexture2 setshader OceanDisplacementShader BlurU renderquad settexture Water DisplacementTexture OceanDisplacementTexture2 settarget 0 OceanDisplacementTexture setshader OceanDisplacementShader BlurV renderquad settexture Water DisplacementTexture OceanDisplacementTexture endevent UpdateWaterDisplacement endif endproc # 14 "c:\\bf_ra3_qabuild_eala-build20\\ra3\\run\\shaders\\ingame.scrape" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/UnderwaterDeferred.scrapeh" 1 var shader UnderwaterDeferredShader UnderwaterDeferred.fx var texture DepthLutTexture FXDepthLut var texture CausticsTexture FXCaustics proc renderUnderwaterDeferred settexture Water DepthLutTexture DepthLutTexture settexture Water CausticsTexture CausticsTexture if Water IsReflectionVisible beginevent RenderUnderwaterDeferred setshader UnderwaterDeferredShader Tint renderquad if DebugToggle RenderCaustics.IsEnabled setshader UnderwaterDeferredShader Caustics renderquad endif endevent RenderUnderwaterDeferred endif endproc # 15 "c:\\bf_ra3_qabuild_eala-build20\\ra3\\run\\shaders\\ingame.scrape" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/Outlines.scrapeh" 1 # 22 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/Outlines.scrapeh" var texture OutlineTextureFill $WW3D.FrameBufferSize.x $WW3D.FrameBufferSize.y A8R8G8B8 var surface OutlineRenderTargetFill edram $WW3D.FrameBufferSizeIfAntiAliasing.x $WW3D.FrameBufferSizeIfAntiAliasing.y A8R8G8B8 $WW3D.AntiAliasingMode var texture OutlineTexture $WW3D.Outline.TextureSize.x $WW3D.Outline.TextureSize.y A8R8G8B8 # 52 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/Outlines.scrapeh" var shader OutlinesShader Outlines.fx proc renderOutlines if WW3D Outline.IsEnabled beginevent RenderOutlines if WW3D IsAntiAliasingEnabled settarget 0 OutlineRenderTargetFill else settarget 0 OutlineTextureFill endif callproc setFrameDepthBuffer setclearcolor 0 0 0 0 clearcolor setcamera Viewer if WW3D Outline.IsSelectedBinPopulated setshader OutlinesShader FillSelected renderquad endif if WW3D Outline.IsHoverSelectBinPopulated setshader OutlinesShader FillHoverSelect renderquad endif if WW3D Outline.IsHoverAttackBinPopulated setshader OutlinesShader FillHoverAttack renderquad endif if WW3D IsAntiAliasingEnabled stretchrect OutlineRenderTargetFill OutlineTextureFill endif settarget 0 OutlineTexture setdepth NULL settexture WW3D Outline.Texture OutlineTextureFill setshader OutlinesShader BlurBox renderquad callproc setFrameRenderTarget callproc setFrameDepthBuffer settexture WW3D Outline.Texture OutlineTexture setshader OutlinesShader DrawWithStencil renderquad endevent RenderOutlines endif endproc # 16 "c:\\bf_ra3_qabuild_eala-build20\\ra3\\run\\shaders\\ingame.scrape" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/RotateEnvironmentMap.scrapeh" 1 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/RotateEnvironmentMap_Defs.scrapeh" 1 var texturecube EnvironmentSourceTextureObjects fromscope Terrain EnvironmentTexture var texturecube EnvironmentSourceTextureWater fromscope WW3D FXOceanCubeMap var texturecube EnvironmentDestinationTextureObjects 128 128 $WW3D.EnvMapRenderTargetTextureFormat autogenmipmap var texturecube EnvironmentDestinationTextureWater 128 128 $WW3D.EnvMapRenderTargetTextureFormat autogenmipmap var shader RotateEnvironmentMapShader RotateEnvironmentMap.fx # 9 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/RotateEnvironmentMap.scrapeh" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/RotateEnvironmentMap_Water.scrapeh" 1 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/RotateEnvironmentMap_Proc.scrapeh" 1 proc doRotateEnvironmentMapWater beginevent DoRotateEnvironmentMap settexture Environment SourceTexture EnvironmentSourceTextureWater setdepth NULL settarget 0 EnvironmentDestinationTextureWater 0 setshader RotateEnvironmentMapShader CubeFace0 renderquad settarget 0 EnvironmentDestinationTextureWater 1 setshader RotateEnvironmentMapShader CubeFace1 renderquad settarget 0 EnvironmentDestinationTextureWater 2 setshader RotateEnvironmentMapShader CubeFace2 renderquad settarget 0 EnvironmentDestinationTextureWater 3 setshader RotateEnvironmentMapShader CubeFace3 renderquad settarget 0 EnvironmentDestinationTextureWater 4 setshader RotateEnvironmentMapShader CubeFace4 renderquad settarget 0 EnvironmentDestinationTextureWater 5 setshader RotateEnvironmentMapShader CubeFace5 renderquad endevent DoRotateEnvironmentMap endproc # 16 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/RotateEnvironmentMap_Water.scrapeh" 2 # 11 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/RotateEnvironmentMap.scrapeh" 2 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/RotateEnvironmentMap_Objects.scrapeh" 1 # 1 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/RotateEnvironmentMap_Proc.scrapeh" 1 proc doRotateEnvironmentMapObjects beginevent DoRotateEnvironmentMap settexture Environment SourceTexture EnvironmentSourceTextureObjects setdepth NULL settarget 0 EnvironmentDestinationTextureObjects 0 setshader RotateEnvironmentMapShader CubeFace0 renderquad settarget 0 EnvironmentDestinationTextureObjects 1 setshader RotateEnvironmentMapShader CubeFace1 renderquad settarget 0 EnvironmentDestinationTextureObjects 2 setshader RotateEnvironmentMapShader CubeFace2 renderquad settarget 0 EnvironmentDestinationTextureObjects 3 setshader RotateEnvironmentMapShader CubeFace3 renderquad settarget 0 EnvironmentDestinationTextureObjects 4 setshader RotateEnvironmentMapShader CubeFace4 renderquad settarget 0 EnvironmentDestinationTextureObjects 5 setshader RotateEnvironmentMapShader CubeFace5 renderquad endevent DoRotateEnvironmentMap endproc # 15 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/RotateEnvironmentMap_Objects.scrapeh" 2 # 12 "c:/bf_ra3_qabuild_eala-build20/ra3/run/shaders/RotateEnvironmentMap.scrapeh" 2 proc doRotateEnvironmentMaps if WW3D MustRefreshEnvironment setbool WW3D MustRefreshEnvironment false setcamera Viewer setGlobalLightInfo callproc doRotateEnvironmentMapWater callproc doRotateEnvironmentMapObjects endif settexture Objects LightSpaceEnvironmentMap EnvironmentDestinationTextureObjects settexture Water LightSpaceEnvironmentMap EnvironmentDestinationTextureWater endproc # 17 "c:\\bf_ra3_qabuild_eala-build20\\ra3\\run\\shaders\\ingame.scrape" 2 proc InGame callproc initCustomTextures callproc updateFrameRenderTargetToUse callproc updateShadowTexture callproc doRotateEnvironmentMaps callproc updateWaterReflection callproc updateOceanDisplacement callproc updateDepthMap beginevent UpdateFrameBuffer callproc setFrameRenderTarget callproc setFrameDepthBuffer setcamera Viewer visibleobjects Frame setclearcolor 0 0 0 1 setcleardepth 1.0 clear if Sas ShadowMappingEnabled settexture Sas Shadow[0].ShadowMap ShadowMapTexture endif renderTerrain renderRoads renderbin TerrainLikeGroundObject renderScorchMarks renderTerrainTracks renderbin Bridge renderProps renderUnits renderbin Solid renderStructures renderbin StaticSort5 if DebugToggle RenderUnderwater.IsEnabled beginevent RenderUnderwater callproc renderUnderwaterDeferred renderbin Underwater renderbin Underwater 1 endevent RenderUnderwater endif callproc updateWaterRefraction renderWater renderDecals renderbin Transparent renderTransparentOutlineObjects if DebugToggle RenderOutlines.IsEnabled callproc renderOutlines endif renderBehindBuildingMarkers callproc renderBinsStaticSort setbool Particle ReallyRenderSoftParticles true if DebugToggle RenderParticles.IsEnabled renderParticles endif renderTerrainUI renderTracers renderLasers renderConnectionLines renderRain callproc renderPostEffects renderDebugSystems renderTileFeedback renderIconLayers renderUI renderDebugDisplays endevent UpdateFrameBuffer endproc proc Editor callproc initCustomTextures callproc updateFrameRenderTargetToUse callproc updateShadowTexture callproc updateWaterReflection callproc updateDepthMap beginevent UpdateFrameBuffer callproc setFrameRenderTarget callproc setFrameDepthBuffer setcamera Viewer visibleobjects Frame setclearcolor 1 1 1 1 setcleardepth 1.0 clear if Sas ShadowMappingEnabled settexture Sas Shadow[0].ShadowMap ShadowMapTexture endif renderTerrain renderRoads renderbin TerrainLikeGroundObject renderScorchMarks renderbin Bridge renderProps renderUnits renderbin Solid renderStructures renderbin StaticSort5 callproc renderUnderwaterDeferred renderbin Underwater callproc updateWaterRefraction renderWater renderDecals renderbin Transparent callproc renderOutlines callproc renderBinsStaticSort renderTileFeedback renderEditorObjects callproc PostEffectBloom callproc PostEffectLookupTable endevent UpdateFrameBuffer endproc