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adds wetness
cliffsnotes: $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default. :levelinfo has a dampness multiplier (0-1) kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
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31 changed files with 352 additions and 100 deletions
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@ -50,6 +50,7 @@ const String ShaderGenVars::colorMultiply("$colorMultiply");
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const String ShaderGenVars::alphaTestValue("$alphaTestValue");
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const String ShaderGenVars::texMat("$texMat");
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const String ShaderGenVars::accumTime("$accumTime");
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const String ShaderGenVars::dampness("$dampness");
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const String ShaderGenVars::minnaertConstant("$minnaertConstant");
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const String ShaderGenVars::subSurfaceParams("$subSurfaceParams");
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@ -90,11 +91,13 @@ const String ShaderGenVars::irradianceCubemapAR("$IrradianceCubemapAR");
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const String ShaderGenVars::probeCount("$inNumProbes");
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const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
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const String ShaderGenVars::WetnessTextureMap("$WetnessTexture");
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const String ShaderGenVars::maxProbeDrawDistance("$maxProbeDrawDistance");
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//Skylight
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const String ShaderGenVars::skylightCubemapIdx("$inSkylightCubemapIdx");
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const String ShaderGenVars::skylightDamp("$SkylightDamp");
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// These are ignored by the D3D layers.
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const String ShaderGenVars::fogMap("$fogMap");
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