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Make the dark layer affected by postprocessing shaders.
This has the side effect that elements on the dark layer will now properly wiggle when affected by water ripples. Before this patch, the dark layer was always drawn above the postprocessed screen content, unaffected.
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1 changed files with 5 additions and 4 deletions
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@ -3852,10 +3852,6 @@ void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail)
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int i = renderObjectLayerOrder[c];
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if (i == -1) continue;
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if ((startLayer != -1 && endLayer != -1) && (i < startLayer || i > endLayer)) continue;
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if (afterEffectManager && afterEffectManager->active && i == afterEffectManagerLayer)
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{
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afterEffectManager->render();
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}
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if (i == postProcessingFx.layer)
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{
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@ -3885,6 +3881,11 @@ void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail)
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}
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}
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if (afterEffectManager && afterEffectManager->active && i == afterEffectManagerLayer)
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{
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afterEffectManager->render();
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}
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RenderObjectLayer *r = &renderObjectLayers[i];
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RenderObject::rlayer = r;
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if (r->visible)
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