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Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.
Re-added logic to track existing probe shader consts instead of constantly recreating it Added logic for pre multiplied translucency mode
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16 changed files with 424 additions and 30 deletions
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@ -521,7 +521,7 @@ ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuff
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// Check to see if this is the same shader, we'll get hit repeatedly by
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// the same one due to the render bin loops.
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/*if (mLastShader.getPointer() != shader)
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if (mLastShader.getPointer() != shader)
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{
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ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
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if (iter != mConstantLookup.end())
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@ -538,13 +538,16 @@ ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuff
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// Set our new shader
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mLastShader = shader;
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}
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/*if (mLastConstants == nullptr)
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{
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ProbeShaderConstants* psc = new ProbeShaderConstants();
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mConstantLookup[shader] = psc;
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mLastConstants = psc;
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}*/
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ProbeShaderConstants* psc = new ProbeShaderConstants();
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mConstantLookup[shader] = psc;
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mLastConstants = psc;
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// Make sure that our current lighting constants are initialized
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if (mLastConstants && !mLastConstants->mInit)
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mLastConstants->init(shader);
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