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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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@ -40,6 +40,7 @@
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#include "console/propertyParsing.h"
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#include "gfx/util/screenspace.h"
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#include "scene/reflectionManager.h"
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#include "lighting/probeManager.h"
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ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
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@ -322,6 +323,10 @@ bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneDat
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if (lm)
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lm->setLightInfo(this, NULL, sgData, state, pass, shaderConsts);
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ProbeManager* pm = state ? PROBEMGR : NULL;
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if (pm)
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pm->setProbeInfo(this, NULL, sgData, state, pass, shaderConsts);
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shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
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return true;
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