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we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance
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1 changed files with 2 additions and 2 deletions
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@ -691,8 +691,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
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shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
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shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
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GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
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GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
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//GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
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//GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
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if (!hasSkylight)
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shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);
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