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Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
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6 changed files with 40 additions and 21 deletions
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@ -143,6 +143,8 @@ struct ProbeShaderConstants
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GFXShaderConstHandle *mProbeIrradianceCubemapSC;
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GFXShaderConstHandle *mProbeCountSC;
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GFXShaderConstHandle *mBRDFTextureMap;
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GFXShaderConstHandle *mSkylightSpecularMap;
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GFXShaderConstHandle *mSkylightIrradMap;
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GFXShaderConstHandle *mHasSkylight;
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@ -227,6 +229,8 @@ class RenderProbeMgr : public RenderBinManager
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//Default skylight, used for shape editors, etc
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ProbeRenderInst* mDefaultSkyLight;
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GFXTexHandle mBRDFTexture;
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public:
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RenderProbeMgr();
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RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
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