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togl/togles: fix flashlight problems
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@@ -3762,12 +3762,16 @@ static uint32 CentroidMaskFromName( bool bPixelShader, const char *pName )
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static int ShadowDepthSamplerMaskFromName( const char *pName )
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{
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if ( !pName )
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return 0;
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return 0;
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if ( V_stristr( pName, "water_ps" ) )
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{
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return (1<<7);
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}
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else if ( V_stristr( pName, "skin_ps" ) )
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{
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return (1<<4);
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}
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else if ( V_stristr( pName, "infected_ps" ) )
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{
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return (1<<1);
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@@ -3794,7 +3798,7 @@ static int ShadowDepthSamplerMaskFromName( const char *pName )
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}
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else if ( V_stristr( pName, "worldtwotextureblend_ps" ) )
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{
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return (1<<7);
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return (1<<2);
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}
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else if ( V_stristr( pName, "teeth_flashlight_ps" ) )
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{
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@@ -3811,27 +3815,27 @@ static int ShadowDepthSamplerMaskFromName( const char *pName )
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else if ( V_stristr( pName, "deferred_global_light_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "global_lit_simple_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "lightshafts_ps" ) )
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{
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return (1<<1);
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}
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}
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else if ( V_stristr( pName, "multiblend_combined_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "multiblend_ps" ) )
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{
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return (1<<14);
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}
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}
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else if ( V_stristr( pName, "customhero_ps" ) )
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{
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return (1<<14);
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}
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}
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// This shader doesn't have a shadow depth map sampler
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return 0;
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