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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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@ -92,8 +92,8 @@ float3 iblSpecular(float3 v, float3 n, float roughness)
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struct PS_OUTPUT
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{
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float4 diffuse: TORQUE_TARGET0;
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float4 spec: TORQUE_TARGET1;
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float4 spec: TORQUE_TARGET0;
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float4 diffuse: TORQUE_TARGET1;
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};
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PS_OUTPUT main( ConvexConnectP IN )
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