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differentiate forward lit and deferred ibl vars
since we're not currently using the same arrays et al for the whole pass, need to make sure those don't fight
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7 changed files with 44 additions and 43 deletions
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@ -78,20 +78,21 @@ const String ShaderGenVars::roughness("$roughness");
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const String ShaderGenVars::metalness("$metalness");
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const String ShaderGenVars::glowMul("$glowMul");
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//Reflection Probes
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//Reflection Probes - Forward lit. not to be confused with the deferred handwritten vars
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//change to parity once we've got the same arrays used for both routes
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const String ShaderGenVars::probePosition("$inProbePosArray");
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const String ShaderGenVars::probeRefPos("$inRefPosArray");
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const String ShaderGenVars::refScale("$inRefScale");
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const String ShaderGenVars::worldToObjArray("$worldToObjArray");
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const String ShaderGenVars::probeConfigData("$probeConfigData");
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const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");
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const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
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const String ShaderGenVars::probeCount("$numProbes");
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const String ShaderGenVars::worldToObjArray("inWorldToObjArray");
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const String ShaderGenVars::probeConfigData("$inProbeConfigData");
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const String ShaderGenVars::specularCubemapAR("$inSpecularCubemapAR");
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const String ShaderGenVars::irradianceCubemapAR("$inIrradianceCubemapAR");
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const String ShaderGenVars::probeCount("$inNumProbes");
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const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
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//Skylight
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const String ShaderGenVars::skylightCubemapIdx("$skylightCubemapIdx");
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const String ShaderGenVars::skylightCubemapIdx("$inSkylightCubemapIdx");
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// These are ignored by the D3D layers.
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const String ShaderGenVars::fogMap("$fogMap");
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