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https://github.com/TorqueGameEngines/Torque3D.git
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revert some removals of vert to pixel shader getters to avoid register mismatches.
(cherry picked from commit 1e1e39f4f72ac6d4ce19704f69ba34bbff29d89c)
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5 changed files with 43 additions and 1 deletions
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@ -2141,6 +2141,12 @@ void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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MultiLine *meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var *wsPosition = getInWsPosition( componentList );
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Var* worldToTangent = getInWorldToTangent(componentList);
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Var* wsNormal = getInWorldNormal(componentList);
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Var *wsView = getWsView( wsPosition, meta );
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// Look for a light mask generated from a previous
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// feature (this is done for BL terrain lightmaps).
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LangElement *lightMask = LangElement::find( "lightMask" );
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@ -2948,6 +2954,12 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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MultiLine * meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var *wsPosition = getInWsPosition(componentList);
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Var *worldToTangent = getInWorldToTangent(componentList);
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Var *wsNormal = getInWorldNormal(componentList);
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Var *wsView = getWsView(wsPosition, meta);
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//Reflection Probe WIP
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U32 MAX_FORWARD_PROBES = 4;
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