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function render_path_forward_init() {
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}
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function render_path_forward_commands() {
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///if is_paint
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RenderPathPaint.render_path_paint_live_brush_dirty();
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///end
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render_path_base_commands(render_path_forward_draw_forward);
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}
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function render_path_forward_draw_forward() {
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render_path_set_depth_from("gbuffer1", "gbuffer0");
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render_path_set_target("gbuffer1");
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render_path_draw_skydome("shader_datas/world_pass/world_pass");
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render_path_set_depth_from("gbuffer1", "gbuffer2");
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render_path_set_target("buf");
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render_path_bind_target("gbuffer1", "tex");
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render_path_draw_shader("shader_datas/compositor_pass/compositor_pass");
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render_path_set_target("buf");
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render_path_base_draw_compass();
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render_path_draw_meshes("overlay");
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render_path_base_draw_taa();
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}
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