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output ibl to it's own namedtexture, flipped the result back onto the stack post-calc to stop it polluting the backbuffer for all other render passes
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1 changed files with 21 additions and 1 deletions
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@ -353,6 +353,26 @@ singleton PostEffect( reflectionProbeArrayPostFX )
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texture[1] = "#color";
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texture[2] = "#matinfo";
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texture[3] = "core/art/pbr/brdfTexture.dds";
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targetClearColor = "0 0 0 0";
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targetClear = PFXTargetClear_OnDraw;
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targetFormat = "GFXFormatR16G16B16A16F";
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target = "#iblBuffer";
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target = "AL_FormatToken";
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};
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singleton PostEffect( IBLFlipPostFX )
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{
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// Do not allow the selection effect to work in reflection
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// passes by default so we don't do the extra drawing.
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//allowReflectPass = false;
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renderTime = "PFXAfterBin";
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renderBin = "ProbeBin";
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renderPriority = 9998;
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isEnabled = true;
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shader = PFX_PassthruShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "#iblBuffer";
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targetFormat = AL_FormatToken.format;
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};
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