mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-15 20:53:50 +00:00
commit
089d49dc93
8 changed files with 26 additions and 36 deletions
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@ -794,7 +794,6 @@ ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &m
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probeWSPos(NULL),
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attenuation(NULL),
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radius(NULL),
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invViewMat(NULL),
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cubeMips(NULL)
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{
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Material *mat = MATMGR->getMaterialDefinitionByName(matName);
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@ -819,8 +818,6 @@ ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &m
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negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
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zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
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invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
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useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
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cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
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@ -848,7 +845,7 @@ void ProbeManager::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
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const F32 _zFar,
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const Point3F &_eyePos,
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const PlaneF &_farPlane,
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const PlaneF &_vsFarPlane, const MatrixF &_inverseViewMatrix)
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const PlaneF &_vsFarPlane)
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{
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MaterialParameters *matParams = matInstance->getMaterialParameters();
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@ -865,8 +862,6 @@ void ProbeManager::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
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matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
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matParams->setSafe(invViewMat, _inverseViewMatrix);
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Point4F frPlane = *((const Point4F *)&_farPlane);
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Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
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Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
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@ -893,10 +888,10 @@ void ProbeManager::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRende
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if (total > 0.0f)
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attenRatio /= total;
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F32 radius = probeInfo->mRadius;
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F32 probeRadius = probeInfo->mRadius;
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Point2F attenParams((1.0f / radius) * attenRatio.y,
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(1.0f / (radius * radius)) * attenRatio.z);
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Point2F attenParams((1.0f / probeRadius) * attenRatio.y,
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(1.0f / (probeRadius * probeRadius)) * attenRatio.z);
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matParams->setSafe(attenuation, attenParams);
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@ -996,8 +991,6 @@ ProbeManager::SkylightMaterialInfo::SkylightMaterialInfo(const String &matName,
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negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
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zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
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invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
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useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
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cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
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@ -231,9 +231,6 @@ public:
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// -dot( farPlane, eyePos )
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MaterialParameterHandle *negFarPlaneDotEye;
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// Inverse View matrix
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MaterialParameterHandle *invViewMat;
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// Light Parameters
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MaterialParameterHandle *probeLSPos;
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MaterialParameterHandle *probeWSPos;
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@ -262,8 +259,7 @@ public:
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const F32 zFar,
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const Point3F &eyePos,
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const PlaneF &farPlane,
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const PlaneF &_vsFarPlane,
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const MatrixF &_inverseViewMatrix);
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const PlaneF &_vsFarPlane);
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void setProbeParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
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};
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@ -75,6 +75,7 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
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mModelViewProjSC = shader->getShaderConstHandle(ShaderGenVars::modelview);
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mWorldViewOnlySC = shader->getShaderConstHandle(ShaderGenVars::worldViewOnly);
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mWorldToCameraSC = shader->getShaderConstHandle(ShaderGenVars::worldToCamera);
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mCameraToWorldSC = shader->getShaderConstHandle(ShaderGenVars::cameraToWorld);
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mWorldToObjSC = shader->getShaderConstHandle(ShaderGenVars::worldToObj);
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mViewToObjSC = shader->getShaderConstHandle(ShaderGenVars::viewToObj);
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mCubeTransSC = shader->getShaderConstHandle(ShaderGenVars::cubeTrans);
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@ -1239,6 +1240,8 @@ void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRen
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shaderConsts->set( handles->mWorldToObjSC, matrixSet.getWorldToObject() );
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if ( handles->mWorldToCameraSC->isValid() )
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shaderConsts->set( handles->mWorldToCameraSC, matrixSet.getWorldToCamera() );
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if (handles->mCameraToWorldSC->isValid())
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shaderConsts->set(handles->mCameraToWorldSC, matrixSet.getCameraToWorld());
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if ( handles->mWorldViewOnlySC->isValid() )
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shaderConsts->set( handles->mWorldViewOnlySC, matrixSet.getObjectToCamera() );
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if ( handles->mViewToObjSC->isValid() )
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@ -62,6 +62,7 @@ public:
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GFXShaderConstHandle* mModelViewProjSC;
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GFXShaderConstHandle* mWorldViewOnlySC;
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GFXShaderConstHandle* mWorldToCameraSC;
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GFXShaderConstHandle* mCameraToWorldSC;
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GFXShaderConstHandle* mWorldToObjSC;
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GFXShaderConstHandle* mViewToObjSC;
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GFXShaderConstHandle* mCubeTransSC;
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@ -159,13 +159,9 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
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const MatrixF &worldToCameraXfm = matrixSet.getCameraToWorld();
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MatrixF inverseViewMatrix = worldToCameraXfm;
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//inverseViewMatrix.fullInverse();
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//inverseViewMatrix.transpose();
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//inverseViewMatrix = MatrixF::Identity;
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// Parameters calculated, assign them to the materials
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ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
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@ -176,7 +172,7 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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frustum.getFarDist(),
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frustum.getPosition(),
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farPlane,
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vsFarPlane, inverseViewMatrix);
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vsFarPlane);
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}
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ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
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@ -187,7 +183,7 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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frustum.getFarDist(),
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frustum.getPosition(),
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farPlane,
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vsFarPlane, inverseViewMatrix);
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vsFarPlane);
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}
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}
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@ -26,6 +26,7 @@
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const String ShaderGenVars::modelview("$modelview");
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const String ShaderGenVars::worldViewOnly("$worldViewOnly");
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const String ShaderGenVars::worldToCamera("$worldToCamera");
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const String ShaderGenVars::cameraToWorld("$cameraToWorld");
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const String ShaderGenVars::worldToObj("$worldToObj");
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const String ShaderGenVars::viewToObj("$viewToObj");
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const String ShaderGenVars::cubeTrans("$cubeTrans");
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@ -35,6 +35,7 @@ struct ShaderGenVars
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const static String modelview;
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const static String worldViewOnly;
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const static String worldToCamera;
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const static String cameraToWorld;
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const static String worldToObj;
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const static String viewToObj;
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const static String cubeTrans;
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@ -29,8 +29,8 @@ uniform float4 vsFarPlane;
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uniform float radius;
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uniform float2 attenuation;
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uniform float4x4 invViewMat;
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uniform float4x4 worldToObj;
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uniform float4x4 cameraToWorld;
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uniform float3 eyePosWorld;
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uniform float3 bbMin;
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@ -175,27 +175,26 @@ PS_OUTPUT main( ConvexConnectP IN )
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clip(-1);
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// Need world-space normal.
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float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
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float3 wsNormal = mul(cameraToWorld, float4(normal, 0)).xyz;
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float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
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float3 viewSpacePos = eyeRay * depth;
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float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
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float3 vsPos = vsEyeRay * depth;
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float3 wsEyeRay = mul(float4(eyeRay, 1), invViewMat).rgb;
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// Use eye ray to get ws pos
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float3 worldPos = float3(eyePosWorld + wsEyeRay * depth);
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float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
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// calculate world space position
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float3 wsPos = float3(eyePosWorld + wsEyeRay * depth);
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float blendVal = 1.0;
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//clip bounds and (TODO properly: set falloff)
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if(useSphereMode)
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{
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blendVal = defineSphereSpaceInfluence(probeLSPos, radius, attenuation, viewSpacePos, normal);
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blendVal = defineSphereSpaceInfluence(probeLSPos, radius, attenuation, vsPos, normal);
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}
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else
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{
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float tempAttenVal = 3.5;
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blendVal = defineBoxSpaceInfluence(worldPos, probeWSPos, radius, tempAttenVal);
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blendVal = defineBoxSpaceInfluence(wsPos, probeWSPos, radius, tempAttenVal);
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}
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clip(blendVal);
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@ -204,9 +203,9 @@ PS_OUTPUT main( ConvexConnectP IN )
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//render into the bound space defined above
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float3 surfToEye = normalize(worldPos.xyz-eyePosWorld.xyz);
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Output.diffuse = float4(iblBoxDiffuse(wsNormal, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(irradianceCubemap), probeWSPos, bbMin, bbMax), blendVal);
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Output.spec = float4(iblBoxSpecular(wsNormal, worldPos, 1.0 - matInfo.b, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax), blendVal);
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float3 surfToEye = normalize(wsPos - eyePosWorld);
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Output.diffuse = float4(iblBoxDiffuse(wsNormal, wsPos, TORQUE_SAMPLERCUBE_MAKEARG(irradianceCubemap), probeWSPos, bbMin, bbMax), blendVal);
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Output.spec = float4(iblBoxSpecular(wsNormal, wsPos, 1.0 - matInfo.b, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax), blendVal);
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Output.diffuse.rgb *= matInfo.g;
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Output.spec.rgb *= matInfo.g;
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return Output;
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