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Update master to latest released version #6
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…t instead of the whole settings
Use more modern ways of sampling, i.e. 13-tap box and 9-tap tent. Improve rendering efficiency by not rendering every pass to full resolution.
Removed leftover debug return. Normalized normalize usage to be inside the PS, instead of VS.
For some reason, tonemapping shader was not getting the BloomBuffer passed in correctly in s8 registry. Changed to s4 and it seems to fix the issue.
Keeping old samplers around leads to very weird leakage - for example, bloom not working in interiors, or working, but corrupting some other sampler state.
Decoded vanilla refraction shaders, might as well add them without using them yet.
Broke down shadow rendering.
Inverted depth buffer fixes depth precision to less any possible Z-fighting in the distance.
To avoid the Simple Fog Remover dependency. Restored vanilla fog to terrain shaders.
Not really required to be forced, fog is affected by DI by being pushed back a bit. SkipFog removes vanilla fog altogether.
Update the NVR version after a long while, in preparation of new nightly release.
Not compiling on every runs break some shaders for some reason. Need to figure out why later.
It eats too many FPS for too little gain. With the excellent LOD we have now, it is not required to render high detail reflections.
Not sure if it does without forcing high detail, but still better safe than sorry.
Shader check for lighting shaders ignored PAR.
Avoid rendering all NiSwitchNode children.
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