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void RenderPrePassMgr::_initShaders()
{
if ( mClearGBufferShader ) return;
// Find ShaderData
ShaderData *shaderData;
mClearGBufferShader = Sim::findObject( "ClearGBufferShader", shaderData ) ? shaderData->getShader() : NULL;
if ( !mClearGBufferShader )
{
Con::errorf( "RenderPrePassMgr::_initShaders - could not find ClearGBufferShader" );
return;//Crash below if we don't return here. Thought it was just a missing shader, but I guess not.
}
// Create StateBlocks
GFXStateBlockDesc desc;
desc.setCullMode( GFXCullNone );
desc.setBlend( true );
...