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Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
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102 changed files with 12346 additions and 1911 deletions
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@ -90,6 +90,9 @@ public:
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// registered buffer name
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static const String smBufferName;
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NamedTexTargetRef mDiffuseLightingTarget;
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GFXTexHandle mDiffuseLightingTex;
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/// The shadow filter mode to use on shadowed light materials.
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static ShadowFilterMode smShadowFilterMode;
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@ -128,6 +131,7 @@ public:
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bool MRTLightmapsDuringDeferred() const { return mMRTLightmapsDuringDeferred; }
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void MRTLightmapsDuringDeferred(bool val);
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bool _updateTargets();
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typedef Signal<void(SceneRenderState *, AdvancedLightBinManager *)> RenderSignal;
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static RenderSignal &getRenderSignal();
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