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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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@ -80,6 +80,8 @@ const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");
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const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
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const String ShaderGenVars::probeCount("$numProbes");
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const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
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//Skylight
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const String ShaderGenVars::skylightPrefilterMap("$skylightSpecularMap");
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const String ShaderGenVars::skylightIrradMap("$skylightIrradMap");
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