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darh

Use the universal google translator.
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May 14, 2017
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Before you could make the routes a little smoother like this:

Out.PrimaryColor = float4( 0.20, 0.20, 0.20, clamp( 0.23f - abs( v.Position.x / 4700.f ) - abs( v.Position.z / 4700.f ), 0.06f, 0.23f) );
Out.SecondaryColor = float4( 0.04, 0.04, 0.04, clamp( 0.23f - abs( v.Position.x / 4700.f ) - abs( v.Position.z / 4700.f ), 0.06f, 0.23f) );

Now it won't let you do it.

Out.PrimaryColor = v.PrimaryColor;
Out.SecondaryColor = v.SecondaryColor;

What is the new way to solve this problem?
 
hyperlane.shader
Code:
        float3 GetBaseRGB( const VS_QUAD_OUTPUT In )
        {
            float4 Primary = float4( In.PrimaryColor.rgb, 1.0 ) / 2;
            float4 Secondary = float4( In.SecondaryColor.rgb, 1.0 ) / 2;
            float4 Color = lerp( Secondary, Primary, saturate( pow( In.Access, 13 ) ) );
            
            // We want same color on Incognita lines regardless of Access, so use IgnoreSaturation version.
            Color = ApplyTerraIncognitaIgnoreSaturation( Color, In.IncognitaLookup, 6.f, TerraIncognitaTexture );
            return Color.rgb;
        }