Forward path water pass
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@ -139,7 +139,7 @@ class RenderPathForward {
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}
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#end
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#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA") || (rp_ssr && !rp_ssr_half))
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#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA") || (rp_ssr && !rp_ssr_half) || (rp_water))
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{
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var t = new RenderTargetRaw();
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t.name = "bufa";
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@ -202,6 +202,13 @@ class RenderPathForward {
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}
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#end
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#if rp_water
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{
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path.loadShader("shader_datas/water_pass/water_pass");
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path.loadShader("shader_datas/copy_pass/copy_pass");
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}
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#end
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#if rp_bloom
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{
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var t = new RenderTargetRaw();
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@ -459,6 +466,25 @@ class RenderPathForward {
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}
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#end
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#if rp_water
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{
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path.setDepthFrom("lbuffer0", "bufa"); // Unbind depth so we can read it
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path.depthToRenderTarget.set("main", path.renderTargets.get("buf"));
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path.setTarget("bufa");
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path.bindTarget("lbuffer0", "tex");
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path.drawShader("shader_datas/copy_pass/copy_pass");
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path.setTarget("lbuffer0");
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path.bindTarget("_main", "gbufferD");
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path.bindTarget("bufa", "tex");
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path.drawShader("shader_datas/water_pass/water_pass");
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path.setDepthFrom("lbuffer0", "buf"); // Re-bind depth
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path.depthToRenderTarget.set("main", path.renderTargets.get("lbuffer0"));
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}
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#end
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#if (rp_supersampling == 4)
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var framebuffer = "buf";
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#else
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