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Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.
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5 changed files with 159 additions and 77 deletions
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@ -309,7 +309,7 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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GFXShaderConstHandle *lightInvRadiusSqSC,
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GFXShaderConstHandle *lightSpotDirSC,
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GFXShaderConstHandle *lightSpotAngleSC,
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GFXShaderConstHandle *lightSpotFalloffSC,
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GFXShaderConstHandle *lightSpotFalloffSC,
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GFXShaderConstBuffer *shaderConsts )
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{
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PROFILE_SCOPE( LightManager_Update4LightConsts );
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@ -324,12 +324,12 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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{
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PROFILE_SCOPE( LightManager_Update4LightConsts_setLights );
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static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightSpotDirs( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightSpotDirs( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightColors( 4, sizeof( Point4F ) );
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static Point4F lightInvRadiusSq;
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static Point4F lightSpotAngle;
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static Point4F lightSpotFalloff;
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static Point4F lightSpotFalloff;
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F32 range;
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// Need to clear the buffers so that we don't leak
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