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https://github.com/TorqueGameEngines/Torque3D.git
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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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@ -111,6 +111,10 @@ LangElement* ShaderFeatureHLSL::assignColor( LangElement *elem,
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assign = new GenOp( "@ -= @", color, elem );
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break;
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case Material::PreMult:
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assign = new GenOp("@ *= @", color, elem);
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break;
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case Material::Mul:
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assign = new GenOp( "@ *= @", color, elem );
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break;
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@ -2223,7 +2227,10 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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MultiLine *meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var* worldToTangent = getInWorldToTangent(componentList);
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Var* wsNormal = getInWorldNormal(componentList);
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Var *wsPosition = getInWsPosition( componentList );
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Var *wsView = getWsView( wsPosition, meta );
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// Look for a light mask generated from a previous
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@ -3037,7 +3044,9 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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MultiLine *meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var *wsPosition = getInWsPosition(componentList);
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Var* worldToTangent = getInWorldToTangent(componentList);
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Var *wsNormal = getInWorldNormal(componentList);
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Var* wsPosition = getInWsPosition(componentList);
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Var *wsView = getWsView(wsPosition, meta);
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//Reflection Probe WIP
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