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Catch the template files up and add the improved convex editor bits.
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3697737498
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18 changed files with 1617 additions and 333 deletions
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@ -1211,31 +1211,6 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
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shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
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if( handles->mAccuSpecularSC->isValid() )
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shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
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/*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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{
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//roll through and try setting our data!
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for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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{
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StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
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StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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{
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if (handles->mCustomHandles[h].handle->isValid())
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{
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if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
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break;
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}
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}
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}
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}*/
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}
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bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
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@ -1383,31 +1358,6 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
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for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
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rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
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/*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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{
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//roll through and try setting our data!
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for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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{
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StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
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StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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{
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if (handles->mCustomHandles[h].handle->isValid())
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{
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if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
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break;
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}
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}
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}
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}*/
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LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
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PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
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