fix(render): detail overlay is fogged after the combine like retail; VM1 review fixes
Opus dual-lens review of05970306+388457a7(APPROVE WITH FIXES). Four items, all landed: 1. FOG (behavioural). Retail's D3D fixed-function fog stage runs AFTER the texture-stage pipeline, so the detail contribution must be fogged, not just the base. mesh_modern.frag already fogs the base colour (applyFog(rgb, vWorldPos)) before mesh_detail's replay draws over it; mesh_detail.frag previously emitted raw detail.rgb, understating fog by f*a*(fog-detail). Fix: mesh_detail.vert now outputs vWorldPos (mirroring mesh_modern.vert); mesh_detail.frag declares the identical SceneLighting UBO and applyFog function (copied verbatim, same binding/std140/math) and fogs detail.rgb before emitting it. This collapses algebraically to retail's fog-after-combine order: (1-a)*mix(base,fog,f) + a*mix(detail,fog,f) = mix(lerp(base,detail,a),fog,f) RetailDetailTextureContract gains ExpectedFogged(base,detail,opacity,fog, fogFactor); RetailDetailTextureContractTests pins the identity across 200 random samples within 1e-6. 2. EnvCellRenderer.Rhi.cs's DrawEnvCell-category comment still said "apply the 10-50 m positive-view-depth fade" — a stale claim from before VM1 removed the fade. Replaced with the mip-chain attenuation statement that mesh_detail.vert's header comment already carries. 3. Added the test the VM1 contract required but never had: TerrainAtlas .TryCreateDetailTexture uploads a full mip chain (MipLevelCount == RhiWorldTextureArray.MipLevelsFor(w,h), GenerateMipChain called) and registers with the repeat/linear world sampler, not single-level or clamped. Drives the private method directly (reflection) against a synthetic PFID_A8R8G8B8 RenderSurface through a minimal in-memory IDatReaderWriter fake, so the lane stays hermetic (no installed DAT). 4. #226 pseudocode note: noted that retail's stage-1 OUTPUT alpha (MODULATE(TEXTURE, CURRENT), 0x0059c549) — the framebuffer blend weight a delayed-alpha subset composites with — is not modelled; acdream instead draws a second pass weighted by detail.a*diffuseAlpha. Identical for opaque subsets, a bounded difference on translucent building/EnvCell subsets already covered by the existing AP-34 shared-alpha-queue divergence row. Also qualified the tmpmaterial.Diffuse.a = 1f (0x0059cb99) citation to name its exact branch (burnedInStaticLights < 0 && *(render_device+0x7e4) == 0); the other branch leaves diffuse FromVertex, but the opaque->1 / fading->opacity mapping still holds either way. Nit also folded in: EnvCellRendererTests' new SubmitRhi instance-alpha test is now a [Theory] over WbRenderPass.Opaque and .Transparent, pinning the bind-before-first-draw invariant on both passes. Regenerated mesh_detail's committed SPIR-V and the shader manifest (tools/compile-shaders.ps1); no other shader pair changed. Verified: dotnet build AcDream.slnx -c Release (0 warnings, 0 errors); dotnet test on AcDream.App.Tests (Release, hermetic lanes) green, including the shader manifest tests explicitly; AcDream.Core.Tests unaffected/green. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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388457a735
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11 changed files with 343 additions and 14 deletions
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@ -77,4 +77,33 @@ internal static class RetailDetailTextureContract
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/// </summary>
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internal static bool IsNeutral(Vector4 detail, float opacity) =>
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detail.W * opacity == 0f;
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/// <summary>
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/// Review fix (post-05970306): retail's D3D fog stage runs AFTER the
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/// texture-stage combine, applying to the FINAL pixel, not to
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/// <c>detail.rgb</c> in isolation. acdream draws the combine as two
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/// separate passes (mesh_modern's base draw, then mesh_detail's blended
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/// replay), so each draw fogs its OWN colour before the fixed-function
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/// blend recombines them — this is the CPU statement of that two-draw
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/// path: <c>lerp(mix(base,fog,f), mix(detail,fog,f), detail.a*opacity)</c>.
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/// It is algebraically identical to retail's single-draw
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/// fog-after-combine order, <c>mix(Expected(base,detail,opacity), fog,
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/// f)</c> — see <c>RetailDetailTextureContractTests</c> for the identity
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/// pinned numerically, and mesh_detail.frag's header comment for the
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/// derivation.
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/// </summary>
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internal static Vector3 ExpectedFogged(
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Vector3 baseColour,
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Vector4 detail,
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float opacity,
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Vector3 fog,
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float fogFactor)
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{
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Vector3 foggedBase = Vector3.Lerp(baseColour, fog, fogFactor);
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Vector3 foggedDetail = Vector3.Lerp(
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new Vector3(detail.X, detail.Y, detail.Z),
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fog,
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fogFactor);
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return Vector3.Lerp(foggedBase, foggedDetail, detail.W * opacity);
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}
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}
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@ -4,6 +4,7 @@
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in vec2 vBaseUv;
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in vec2 vDetailUv;
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in float vDetailOpacity;
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in vec3 vWorldPos;
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in flat uint vBaseTextureIndex;
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in flat uint vBaseTextureLayer;
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in flat uint vBatchFlags;
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@ -11,6 +12,42 @@ in flat uint vDetailCategory;
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uniform uint uTextureIndexA; // category detail texture, layer 0
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// SceneLighting UBO — IDENTICAL layout to mesh_modern.frag binding=1 (same
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// std140 block, same struct, same binding). Declared here ONLY for fog
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// (uFogParams/uFogColor/uCameraAndTime); mesh_detail never lights (no
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// uLights[]/uCellAmbient read), it only needs applyFog below to match
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// retail's fog placement exactly.
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struct Light {
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vec4 posAndKind;
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vec4 dirAndRange;
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vec4 colorAndIntensity;
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vec4 coneAngleEtc;
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};
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layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting {
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Light uLights[8];
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vec4 uCellAmbient;
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vec4 uFogParams;
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vec4 uFogColor;
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vec4 uCameraAndTime;
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};
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// Copied verbatim from mesh_modern.frag — same math, not "improved". Retail's
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// D3D fixed-function fog stage runs AFTER the texture-stage pipeline
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// (RenderDeviceD3D's fog render state applies to the final pixel the
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// blender produced, not to an individual texture stage's output), so the
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// detail contribution must be fogged exactly like the base pass fogs its
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// own colour, with the identical fog curve.
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vec3 applyFog(vec3 lit, vec3 worldPos) {
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int mode = int(uFogParams.w);
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if (mode == 0) return lit;
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float d = length(worldPos - uCameraAndTime.xyz);
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float fogStart = uFogParams.x;
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float fogEnd = uFogParams.y;
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float span = max(1e-3, fogEnd - fogStart);
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float fog = clamp((d - fogStart) / span, 0.0, 1.0);
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return mix(lit, uFogColor.xyz, fog);
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}
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out vec4 FragColor;
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// VM2 (2026-08-22, live cdb read on the PDB-paired retail client, GUID
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@ -37,6 +74,20 @@ out vec4 FragColor;
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// that combined alpha and lets the fixed-function blend unit do the
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// base*(1-a) + detail*a lerp. See
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// docs/research/2026-08-22-vm2-retail-detail-path-cdb.md.
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//
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// Review fix (post-05970306): retail's texture-stage combine above happens
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// BEFORE the D3D fixed-function fog stage, not after — fog is the LAST thing
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// applied to the pixel, so it applies to the lerp's result, not to detail.rgb
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// alone. mesh_modern.frag already fogs the base colour before this replay
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// draws over it (applyFog(rgb, vWorldPos) there), so fogging detail.rgb here
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// too makes the two-draw blend collapse to retail's single-draw order:
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// (1-a)*mix(base,fog,f) + a*mix(detail,fog,f)
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// = (1-f)*[(1-a)*base + a*detail] + f*fog
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// = mix(lerp(base,detail,a), fog, f)
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// which is exactly retail's fog-after-combine pixel. Leaving detail.rgb
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// unfogged would draw detail at full saturation/brightness even at maximum
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// fog distance. RetailDetailTextureContractTests pins this identity
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// numerically (ExpectedFogged).
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void main() {
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// Object command replays may contain ordinary instances; only building
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@ -56,5 +107,5 @@ void main() {
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uTextureIndexA,
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vec3(vDetailUv, 0.0));
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FragColor = vec4(detail.rgb, detail.a * vDetailOpacity);
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FragColor = vec4(applyFog(detail.rgb, vWorldPos), detail.a * vDetailOpacity);
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}
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@ -70,6 +70,8 @@ uniform float uParamB; // 1 = require building instance, 0 = EnvCell category
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out vec2 vBaseUv;
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out vec2 vDetailUv;
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out float vDetailOpacity;
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out vec3 vWorldPos; // review fix: mesh_detail.frag needs this for applyFog,
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// exactly like mesh_modern.vert's vWorldPos.
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out flat uint vBaseTextureIndex;
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out flat uint vBaseTextureLayer;
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out flat uint vBatchFlags;
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@ -80,6 +82,7 @@ void main() {
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int instanceIndex = transformIndex - int(uTextureIndexB);
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vec4 worldPos = Instances[transformIndex].transform * vec4(aPosition, 1.0);
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gl_Position = uViewProjection * worldPos;
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vWorldPos = worldPos.xyz;
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uint slot = instanceClipSlot[instanceIndex];
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CellClip clip = clipRegions[slot];
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@ -231,12 +231,12 @@
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"stages": [
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{
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"stage": "vert",
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"sourceSha256": "c955bdce56199ef2057dbaf0dc1d1f75ececac49047f57685b09b63117e921da",
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"sourceSha256": "3b03a153a439aa54fcd0bcb575274c8e1da888b8ae85ee15fae020ccb1d3bf49",
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"compiled": true
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},
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{
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"stage": "frag",
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"sourceSha256": "c02dd48647352a87c183fe925a9590b70731c677dd942bcea71ac6ad63ff486d",
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"sourceSha256": "e037fd28cf71453792c17522c97c4c7797193823ed78ca629a4331b632f177b1",
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"compiled": true
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}
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]
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@ -343,10 +343,12 @@ public sealed unsafe partial class EnvCellRenderer
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}
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// Retail DrawEnvCell category (2). Replay the already-filtered opaque
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// shell commands, including ClipMap built-mesh subsets, and apply the
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// 10-50 m positive-view-depth fade. The existing
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// "Building Detail Textures" option gates both this and buildings,
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// matching LScape::ChangeRegion.
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// shell commands, including ClipMap built-mesh subsets. No distance
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// fade (VM1/VM2): retail's noFadeDetail gates get_alpha_for_z to the
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// immediate-polygon path only, which built meshes never reach;
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// attenuation is the sampler's linear mip chain converging to the
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// texture mean. The existing "Building Detail Textures" option gates
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// both this and buildings, matching LScape::ChangeRegion.
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if (renderPass == WbRenderPass.Opaque
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&& detailEnabled)
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{
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