typedef struct csr_target csr_target;
typedef struct csr_filter csr_filter;
+// MSAA patterns
+v2f csr_msaa_1[] =
+{
+ {0.f, 0.f}
+};
+
+v2f csr_msaa_2x2[] =
+{
+ { 0.25f, 0.25f },
+ { 0.25f, -0.25f },
+ { -0.25f, -0.25f },
+ { -0.25f, 0.25f }
+};
+
+v2f csr_msaa_2x2rgss[] =
+{
+
+};
+
struct csr_frag
{
v3f co;
// Derive normal matrix
m4x3_to_3x3( transform, normal );
+
+ // NOTE: This isn't strictly necessary since CS:GO only uses uniform scaling.
m3x3_inv_transpose( normal, normal );
for( u32 i = 0; i < triangle_count; i ++ )
if( filter_visgroups && !vmf_visgroup_match( brush, group_id ) )
continue;
+ // TODO: heap-use-after-free
solidgen_push( &solid, brush );
}
}