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Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
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102 changed files with 12346 additions and 1911 deletions
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@ -99,7 +99,7 @@ void DeferredRTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &component
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uvScene->setName("uvScene");
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LangElement *uvSceneDecl = new DecOp(uvScene);
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String rtParamName = String::ToString("rtParams%s", "directLightingBuffer");
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String rtParamName = String::ToString("rtParams%s", "diffuseLightingBuffer");
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Var *rtParams = (Var*)LangElement::find(rtParamName);
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if (!rtParams)
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{
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@ -215,7 +215,7 @@ void DeferredRTLightingFeatHLSL::setTexData( Material::StageData &stageDat,
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mLastTexIndex = texIndex;
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passData.mTexType[ texIndex ] = Material::TexTarget;
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passData.mSamplerNames[ texIndex ]= "directLightingBuffer";
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passData.mSamplerNames[ texIndex ]= "diffuseLightingBuffer";
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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}
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}
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