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WIP of the rewrite of blend/projection to follow BSF's math approach.
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2 changed files with 127 additions and 107 deletions
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@ -655,7 +655,15 @@ void RenderProbeMgr::render( SceneRenderState *state )
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for (U32 i = 0; i < mEffectiveProbeCount; i++)
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{
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contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1),1);
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//we're going to cheat here a little for consistent debugging behavior. The first 3 probes will always have R G and then B for their colors, every other will be random
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if (i == 0)
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contribColors[i] = Point4F(1, 0, 0, 1);
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else if (i == 1)
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contribColors[i] = Point4F(0, 1, 0, 1);
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else if (i == 2)
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contribColors[i] = Point4F(0, 0, 1, 1);
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else
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contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1),1);
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}
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mProbeArrayEffect->setShaderConst("$probeContribColors", contribColors);
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