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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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@ -74,6 +74,8 @@ const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");
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const String ShaderGenVars::vectorLightColor("$vectorLightColor");
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const String ShaderGenVars::vectorLightBrightness("$vectorLightBrightness");
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const String ShaderGenVars::isCapturing("$isCapturing");
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const String ShaderGenVars::ormConfig("$ORMConfig");
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const String ShaderGenVars::roughness("$roughness");
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const String ShaderGenVars::metalness("$metalness");
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@ -86,6 +86,8 @@ struct ShaderGenVars
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const static String vectorLightColor;
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const static String vectorLightBrightness;
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const static String isCapturing;
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const static String ormConfig;
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const static String roughness;
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const static String metalness;
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