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Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.
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commit
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5 changed files with 159 additions and 77 deletions
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@ -280,12 +280,25 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
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//Reflection probe Specular
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new ShaderData( ReflectionProbeShader )
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{
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DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
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/*DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
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DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeP.hlsl";
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeP.glsl";
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samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$colorBuffer";
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samplerNames[2] = "$matInfoBuffer";
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samplerNames[3] = "$cubeMap";
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samplerNames[4] = "$irradianceCubemap";
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samplerNames[5] = "$BRDFTexture";*/
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DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
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DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayP.glsl";
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samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$colorBuffer";
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samplerNames[2] = "$matInfoBuffer";
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