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adds wetness
cliffsnotes: $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default. :levelinfo has a dampness multiplier (0-1) kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
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31 changed files with 352 additions and 100 deletions
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@ -492,6 +492,7 @@ PostEffect::PostEffect()
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mLightDirectionSC( NULL ),
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mCameraForwardSC( NULL ),
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mAccumTimeSC( NULL ),
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mDampnessSC(NULL),
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mDeltaTimeSC( NULL ),
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mInvCameraMatSC( NULL ),
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mMatCameraToWorldSC( NULL),
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@ -785,6 +786,8 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
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mCameraForwardSC = mShader->getShaderConstHandle( "$camForward" );
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mAccumTimeSC = mShader->getShaderConstHandle( "$accumTime" );
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mDampnessSC = mShader->getShaderConstHandle("$dampness");
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mDeltaTimeSC = mShader->getShaderConstHandle( "$deltaTime" );
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mInvCameraMatSC = mShader->getShaderConstHandle( "$invCameraMat" );
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@ -965,7 +968,8 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
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}
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mShaderConsts->setSafe( mAccumTimeSC, MATMGR->getTotalTime() );
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mShaderConsts->setSafe( mDeltaTimeSC, MATMGR->getDeltaTime() );
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mShaderConsts->setSafe(mDampnessSC, MATMGR->getDampnessClamped());
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// Now set all the constants that are dependent on the scene state.
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if ( state )
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{
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