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shift capturing from a globalMacro to a sceneRenderstate S32
lets us ditch shader recompilation so that can be done on the fly without hitches, though does cost us a per-shader const for objects and postfx
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13 changed files with 69 additions and 101 deletions
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@ -328,6 +328,7 @@ bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneDat
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shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
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shaderConsts->setSafe(rpd->shaderHandles.mDampnessSC, MATMGR->getDampnessClamped());
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shaderConsts->setSafe(rpd->shaderHandles.mIsCapturingSC, state ? (S32)state->isCapturing() : 0);
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return true;
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}
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