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blender_light_mask: Set the diffuse sampler.
The samples aren't actually used, but we should at least make it valid.
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src/Layers/xrRenderPC_GL/blender_light_mask.cpp

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@@ -30,6 +30,7 @@ void CBlender_accum_direct_mask::Compile(CBlender_Compile& C)
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//C.r_Pass ("null", "accum_sun_mask", false, FALSE,FALSE,TRUE,D3DBLEND_ZERO,D3DBLEND_ONE,TRUE,1);
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//C.r_Pass ("stub_notransform","accum_sun_mask", false, FALSE,FALSE,TRUE,D3DBLEND_ZERO,D3DBLEND_ONE,TRUE,1);
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C.r_Pass ("stub_notransform_t","accum_sun_mask_nomsaa", false, FALSE,FALSE,TRUE,D3DBLEND_ZERO,D3DBLEND_ONE,TRUE,1);
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C.r_Sampler_rtf ("s_diffuse", r2_RT_albedo);
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C.r_Sampler_rtf ("s_normal", r2_RT_N);
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C.r_Sampler_rtf ("s_position", r2_RT_P);
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C.r_ColorWriteEnable(false, false, false, false);

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