@@ -40,7 +40,10 @@ void CBlender_rain::Compile(CBlender_Compile& C)
4040 // C.r_Pass ("stub_notransform_2uv", "rain_layer", false, TRUE, FALSE, TRUE, D3DBLEND_ONE, D3DBLEND_ONE);
4141 // C.r_Pass ("stub_notransform_2uv", "rain_layer", false, TRUE, FALSE, TRUE, D3DBLEND_SRCALPHA,
4242 // D3DBLEND_INVSRCALPHA);
43- C.r_Pass (" stub_notransform_2uv" , " rain_patch_normal_nomsaa" , false , TRUE , FALSE , FALSE );
43+ if (ps_r3_dyn_wet_surf_opt)
44+ C.r_Pass (" stub_notransform_2uv" , " rain_patch_normal_nomsaa" , false , TRUE , FALSE , FALSE );
45+ else
46+ C.r_Pass (" stub_notransform_2uv" , " rain_patch_normal_new_nomsaa" , false , TRUE , FALSE , FALSE );
4447 C.PassSET_ZB (TRUE , FALSE , TRUE ); // force inverted Z-Buffer
4548
4649 C.r_dx10Texture (" s_position" , r2_RT_P);
@@ -165,7 +168,10 @@ void CBlender_rain_msaa::Compile(CBlender_Compile& C)
165168 // C.r_Pass ("stub_notransform_2uv", "rain_layer", false, TRUE, FALSE, TRUE, D3DBLEND_ONE, D3DBLEND_ONE);
166169 // C.r_Pass ("stub_notransform_2uv", "rain_layer", false, TRUE, FALSE, TRUE, D3DBLEND_SRCALPHA,
167170 // D3DBLEND_INVSRCALPHA);
168- C.r_Pass (" stub_notransform_2uv" , " rain_patch_normal_msaa" , false , TRUE , FALSE , FALSE );
171+ if (ps_r3_dyn_wet_surf_opt)
172+ C.r_Pass (" stub_notransform_2uv" , " rain_patch_normal_msaa" , false , TRUE , FALSE , FALSE );
173+ else
174+ C.r_Pass (" stub_notransform_2uv" , " rain_patch_normal_new_msaa" , false , TRUE , FALSE , FALSE );
169175 C.PassSET_ZB (TRUE , FALSE , TRUE ); // force inverted Z-Buffer
170176
171177 C.r_dx10Texture (" s_position" , r2_RT_P);
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