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mac compilation correction - don't use Class:Class constructors
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@ -3038,10 +3038,10 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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Var* surface = new Var("surface", "Surface");
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meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, bumpNormal, matinfo,
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inTex, wsPosition, wsEyePos, wsView, worldToCamera));
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String computeForwardProbes = String::String(" @.rgb += computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
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computeForwardProbes += String::String("@,@,\r\n\t\t");
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computeForwardProbes += String::String("@, @, \r\n\t\t");
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computeForwardProbes += String::String("@,@).rgb; \r\n");
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String computeForwardProbes = String(" @.rgb += computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
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computeForwardProbes += String("@,@,\r\n\t\t");
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computeForwardProbes += String("@, @, \r\n\t\t");
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computeForwardProbes += String("@,@).rgb; \r\n");
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meta->addStatement(new GenOp(computeForwardProbes.c_str(), albedo, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, bbMinArray, bbMaxArray, inRefPosArray,
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hasSkylight, BRDFTexture,
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@ -3080,4 +3080,4 @@ void ReflectionProbeFeatGLSL::setTexData(Material::StageData& stageDat,
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passData.mSamplerNames[texIndex] = "skylightIrradMap";
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passData.mTexType[texIndex++] = Material::SGCube;
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}
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}
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}
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