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resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type
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@ -3167,11 +3167,8 @@ ShaderFeature::Resources ReflectionProbeFeatHLSL::getResources(const MaterialFea
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{
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Resources res;
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//res.numTex = 4;
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//res.numTexReg = 4;
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res.numTex = 4;
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res.numTexReg = 4;
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res.numTex = 5;
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res.numTexReg = 5;
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return res;
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}
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@ -3183,8 +3180,16 @@ void ReflectionProbeFeatHLSL::setTexData(Material::StageData &stageDat,
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{
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if (stageFeatures.features[MFT_ReflectionProbes])
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{
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passData.mSamplerNames[texIndex] = "BRDFTexture";
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passData.mTexType[texIndex++] = Material::Standard;
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// assuming here that it is a scenegraph cubemap
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passData.mSamplerNames[texIndex] = "inProbeCubemap";
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passData.mSamplerNames[texIndex] = "specularCubemapAR";
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passData.mTexType[texIndex++] = Material::SGCube;
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passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
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passData.mTexType[texIndex++] = Material::SGCube;
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passData.mSamplerNames[texIndex] = "skylightSpecularMap";
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passData.mTexType[texIndex++] = Material::SGCube;
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passData.mSamplerNames[texIndex] = "skylightIrradMap";
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passData.mTexType[texIndex++] = Material::SGCube;
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}
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}
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