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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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@ -670,4 +670,29 @@ public:
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virtual String getName() { return "Hardware Skinning"; }
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};
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/// Reflection Probes
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class ReflectionProbeFeatGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual void processVert(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd) {}
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virtual void processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd) {}
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virtual Resources getResources(const MaterialFeatureData &fd) {
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return Resources();
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}
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// Sets textures and texture flags for current pass
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virtual void setTexData(Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex) {}
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virtual String getName()
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{
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return "Reflection Probes";
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}
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};
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#endif // _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
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