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fix forward cubemip
in case of temporary loss of the probe array, fall back to a (slightly) less arbitrary probemanager mip level as oposed to assuming 1 mip exists
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1 changed files with 1 additions and 1 deletions
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@ -1324,7 +1324,7 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
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if (sgData.cubemap)
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shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
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else
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shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
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shaderConsts->setSafe(handles->mCubeMipsSC, (F32)getBinLog2(PROBEMGR->getProbeTexSize()));
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shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);
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