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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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@ -98,8 +98,9 @@ struct ProbeShaderConstants
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GFXShaderConstHandle *mProbeCountSC;
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GFXShaderConstHandle *mBRDFTextureMap;
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GFXShaderConstHandle* mWetnessTextureMap;
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GFXShaderConstHandle *mSkylightCubemapIdxSC;
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GFXShaderConstHandle* mSkylightDampSC;
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GFXShaderConstHandle* mMaxProbeDrawDistanceSC;
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@ -127,9 +128,8 @@ struct ProbeDataSet
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Vector<Point4F> probeConfigArray;
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Vector<MatrixF> probeWorldToObjArray;
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S32 skyLightIdx;
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bool skyLightDamp;
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U32 effectiveProbeCount;
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U32 maxProbeCount;
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@ -141,10 +141,10 @@ struct ProbeDataSet
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probeConfigArray.setSize(0);
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probeWorldToObjArray.setSize(0);
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skyLightIdx = -1;
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effectiveProbeCount = 0;
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maxProbeCount = 0;
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skyLightDamp = true;
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}
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ProbeDataSet(U32 _maxProbeCount)
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@ -212,7 +212,7 @@ private:
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/// If we have a skylight, what's the array pair index for it?
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/// </summary>
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S32 mSkylightCubemapIdx;
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bool mSkylightDamp;
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/// <summary>
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/// The 'effective' probe count. This tracks the number of probes that are actually going to be rendered
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/// </summary>
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@ -279,7 +279,8 @@ private:
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/// The BRDF texture used in PBR math calculations
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/// </summary>
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GFXTexHandle mBRDFTexture;
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GFXTexHandle mWetnessTexture;
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/// <summary>
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/// Processed best probe selection list of the current frame when rendering in deferred mode.
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/// </summary>
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