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adds wetness
cliffsnotes: $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default. :levelinfo has a dampness multiplier (0-1) kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
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31 changed files with 352 additions and 100 deletions
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@ -105,7 +105,10 @@ public:
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F32 getTotalTime() const { return mAccumTime; }
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F32 getDeltaTime() const { return mDt; }
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U32 getLastUpdateTime() const { return mLastTime; }
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F32 getDampness() const { return mDampness; }
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F32 getDampnessClamped() const { return mClampF(mDampness, 0.0, 1.0); }
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void setDampness(F32 dampness) { mDampness = dampness; }
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/// Signal used to notify systems that
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/// procedural shaders have been flushed.
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typedef Signal<void()> FlushSignal;
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@ -163,6 +166,7 @@ protected:
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F32 mDt;
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F32 mAccumTime;
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U32 mLastTime;
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F32 mDampness;
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BaseMatInstance* mWarningInst;
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