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source/renderer/TerrainRenderer.cpp
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bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow) | bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow) | ||||
{ | { | ||||
PROFILE3_GPU("fancy water"); | PROFILE3_GPU("fancy water"); | ||||
OGL_SCOPED_DEBUG_GROUP("Render Fancy Water"); | |||||
WaterManager* WaterMgr = g_Renderer.GetWaterManager(); | WaterManager* WaterMgr = g_Renderer.GetWaterManager(); | ||||
CShaderDefines defines = context; | CShaderDefines defines = context; | ||||
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void TerrainRenderer::RenderSimpleWater(int cullGroup) | void TerrainRenderer::RenderSimpleWater(int cullGroup) | ||||
{ | { | ||||
OGL_SCOPED_DEBUG_GROUP("Render Simple Water"); | |||||
#if CONFIG2_GLES | #if CONFIG2_GLES | ||||
UNUSED2(cullGroup); | UNUSED2(cullGroup); | ||||
#else | #else | ||||
Context not available. |
Wildfire Games · Phabricator