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Ongoing tweaks to shaders to puzzle out good blending behavior.
Also tried optimization by shifting all the brdf samples to a single one for the final add-up.
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3 changed files with 69 additions and 54 deletions
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@ -434,8 +434,8 @@ void RenderProbeMgr::_setupStaticParameters()
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probeRefPositionsData[mEffectiveProbeCount] = Point4F(refPos.x, refPos.y, refPos.z, 0);
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probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
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Point3F bbMin = refPos - curEntry.mProbeRefScale/2;
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Point3F bbMax = refPos + curEntry.mProbeRefScale/2;
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Point3F bbMin = refPos - curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
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Point3F bbMax = refPos + curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
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probeBBMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
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probeBBMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);
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