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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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@ -64,6 +64,7 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
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FEATUREMGR->registerFeature( MFT_DetailMap, new DetailFeatHLSL );
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FEATUREMGR->registerFeature( MFT_StaticCubemap, new NamedFeatureHLSL( "Static Cubemap" ) );
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FEATUREMGR->registerFeature( MFT_CubeMap, new ReflectCubeFeatHLSL );
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FEATUREMGR->registerFeature( MFT_ReflectionProbes, new ReflectionProbeFeatHLSL);
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FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularHLSL );
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FEATUREMGR->registerFeature( MFT_InvertSmoothness, new NamedFeatureHLSL( "Roughest = 1.0" ) );
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FEATUREMGR->registerFeature( MFT_IsTranslucent, new NamedFeatureHLSL( "Translucent" ) );
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