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cuts the shadergen hashkey generator down from a 64 bit to a 32 bit key.
(MacOSX 32 bit compatibilty errors. was generating 2k+ shader files. may also address https://github.com/GarageGames/Torque3D/issues/1219)
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@ -465,12 +465,12 @@ GFXShader* ShaderGen::getShader( const MaterialFeatureData &featureData, const G
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// Don't get paranoid! This has 1 in 18446744073709551616
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// chance for collision... it won't happen in this lifetime.
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//
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U64 hash = Torque::hash64( (const U8*)shaderDescription.c_str(), shaderDescription.length(), 0 );
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U32 hash = Torque::hash( (const U8*)shaderDescription.c_str(), shaderDescription.length(), 0 );
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hash = convertHostToLEndian(hash);
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U32 high = (U32)( hash >> 32 );
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U32 low = (U32)( hash & 0x00000000FFFFFFFF );
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String cacheKey = String::ToString( "%x%x", high, low );
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//U32 high = (U32)( hash >> 32 );
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//U32 low = (U32)( hash & 0x00000000FFFFFFFF );
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//String cacheKey = String::ToString( "%x%x", high, low );
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String cacheKey = String::ToString("%x", hash);
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// return shader if exists
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GFXShader *match = mProcShaders[cacheKey];
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if ( match )
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