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type/featA new featureA new feature
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Currently we can set material.vert and material.frag but that breaks as we also include them in the depth prepass shaders vert: material.vert || DEPTH_PASS_VERT. The correct (needs testing) way is to define all 3 shaders and use preprocessor to support all 3 cases
#ifdef DEPTH_PRE_PASS_ONLY
//copy pre pass shader
#elseif DEPTH_PASS_ONLY
//copy depth shader
#else
//pbr shader
#endif
That's painful.
Related
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type/featA new featureA new feature