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nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box.
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8 changed files with 45 additions and 48 deletions
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@ -141,8 +141,8 @@ struct ProbeShaderConstants
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//Reflection Probes
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GFXShaderConstHandle *mProbePositionSC;
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GFXShaderConstHandle *mProbeRefPosSC;
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GFXShaderConstHandle *mProbeBoxMinSC;
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GFXShaderConstHandle *mProbeBoxMaxSC;
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GFXShaderConstHandle *mRefBoxMinSC;
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GFXShaderConstHandle *mRefBoxMaxSC;
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GFXShaderConstHandle *mWorldToObjArraySC;
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GFXShaderConstHandle *mProbeConfigDataSC;
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GFXShaderConstHandle *mProbeSpecularCubemapSC;
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@ -194,16 +194,16 @@ class RenderProbeMgr : public RenderBinManager
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Vector<Point4F> probePositionsData;
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Vector<Point4F> probeRefPositionsData;
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Vector<MatrixF> probeWorldToObjData;
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Vector<Point4F> probeBBMinData;
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Vector<Point4F> probeBBMaxData;
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Vector<Point4F> refBoxMinData;
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Vector<Point4F> refBoxMaxData;
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Vector<Point4F> probeConfigData;
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bool mHasSkylight;
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S32 mSkylightCubemapIdx;
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AlignedArray<Point4F> mProbePositions;
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AlignedArray<Point4F> mProbeBBMin;
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AlignedArray<Point4F> mProbeBBMax;
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AlignedArray<Point4F> mRefBoxMin;
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AlignedArray<Point4F> mRefBoxMax;
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AlignedArray<float> mProbeUseSphereMode;
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AlignedArray<float> mProbeRadius;
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AlignedArray<float> mProbeAttenuation;
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