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Corrected probe init'ing so they don't fight for the cubemap idx order
Also correct deleting behavior so it updates indicies when a probe is removed Updated forward lighting to utilize the same math as deferred
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a2aa241c92
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18 changed files with 426 additions and 375 deletions
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@ -460,10 +460,8 @@ LightingShaderConstants::LightingShaderConstants()
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mLightPositionSC(NULL),
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mLightDiffuseSC(NULL),
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mLightAmbientSC(NULL),
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mLightInvRadiusSqSC(NULL),
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mLightConfigDataSC(NULL),
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mLightSpotDirSC(NULL),
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mLightSpotAngleSC(NULL),
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mLightSpotFalloffSC(NULL),
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mShadowMapSC(NULL),
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mDynamicShadowMapSC(NULL),
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mShadowMapSizeSC(NULL),
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@ -524,10 +522,8 @@ void LightingShaderConstants::init(GFXShader* shader)
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mLightPositionSC = shader->getShaderConstHandle( ShaderGenVars::lightPosition );
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mLightDiffuseSC = shader->getShaderConstHandle( ShaderGenVars::lightDiffuse );
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mLightAmbientSC = shader->getShaderConstHandle( ShaderGenVars::lightAmbient );
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mLightInvRadiusSqSC = shader->getShaderConstHandle( ShaderGenVars::lightInvRadiusSq );
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mLightConfigDataSC = shader->getShaderConstHandle( ShaderGenVars::lightConfigData);
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mLightSpotDirSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
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mLightSpotAngleSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotAngle );
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mLightSpotFalloffSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotFalloff );
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mShadowMapSC = shader->getShaderConstHandle("$shadowMap");
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mDynamicShadowMapSC = shader->getShaderConstHandle("$dynamicShadowMap");
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