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Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
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6 changed files with 40 additions and 21 deletions
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@ -281,8 +281,8 @@ void GenericConstBuffer::assertUnassignedConstants( const char *shaderName )
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mLayout->getDesc( i, pd );
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// Assert on the unassigned constant.
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AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
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pd.name.c_str(), shaderName ) );
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//AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
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// pd.name.c_str(), shaderName ) );
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}
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}
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