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Added the temporary 'use HDR cubemaps' override to use the in-memory full HDR range prefilter and irradiance cubemaps instead of the saved LDR ones.
Also fixed the target order with the skylight shader so it renders to the right targets.
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3 changed files with 84 additions and 70 deletions
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@ -128,6 +128,9 @@ protected:
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GFXCubemapHandle mDynamicCubemap;
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bool mUseCubemap;
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///Prevents us from saving out the cubemaps(for now) but allows us the full HDR range on the in-memory cubemap captures
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bool mUseHDRCaptures;
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//irridiance resources
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CubemapData *mIrridianceMap;
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