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misc fixes to mitigate banding
scriptside: 1) HDRPostFX::onEnabled needs to test vs GFXFormatR16G16B16A16F, as that's what's getting returned by getBestHDRFormat() 2) AL_FormatToken shifted to that same GFXFormatR16G16B16A16F target format 3) tangental but somewhat related, we were doubling up refposition offsets in the boxproject sourceside: tweaked the capture code for probes to ensure that the "screengrab" and output cubemap formats were identical
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@ -287,7 +287,7 @@ function HDRPostFX::onEnabled( %this )
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// Set the right global shader define for HDR.
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if ( %format $= "GFXFormatR10G10B10A2" )
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addGlobalShaderMacro( "TORQUE_HDR_RGB10" );
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else if ( %format $= "GFXFormatR16G16B16A16" )
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else if ( %format $= "GFXFormatR16G16B16A16F" )
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addGlobalShaderMacro( "TORQUE_HDR_RGB16" );
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echo( "HDR FORMAT: " @ %format );
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@ -34,7 +34,7 @@ function initRenderManager()
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enabled = "false";
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//When hdr is enabled this will be changed to the appropriate format
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format = "GFXFormatR8G8B8A8_SRGB";
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format = "GFXFormatR16G16B16A16F";
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depthFormat = "GFXFormatD24S8";
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aaLevel = 0; // -1 = match backbuffer
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@ -377,7 +377,7 @@ float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, f
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float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
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float3 posonbox = wsPosition + wsReflectVec * dist;
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return posonbox - refPosition.xyz;
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return posonbox;
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}
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float4 computeForwardProbes(Surface surface,
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