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2) use lerp based on the sum contribution of probes for a given pixel as calculated by all non-skylight probes. vs the skylight probe result. (math is currently still wrong, or we wouldn't be needing to use a saturate to get skylights showing) TODO: find out where the attenuation went for a smooth blend. probably the same thing killing unsaturated skylight display.. |
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| .. | ||
| art | ||
| core | ||
| levels | ||
| scripts | ||
| shaders | ||
| tools | ||
| web | ||
| Full.torsion | ||
| Full.torsion.opt | ||
| main.cs | ||
| main.cs.in | ||
| runTests.cs | ||