Add uniform for specifying the light probe
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4 changed files with 10 additions and 6 deletions
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@ -213,6 +213,7 @@ public:
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mSurfaceUniforms.uFogDensity = 0.0f;
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mSurfaceUniforms.uLightLevel = -1.0f;
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mSurfaceUniforms.uDepthFadeThreshold = 0.0f;
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mSurfaceUniforms.uLightProbeIndex = 0;
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mSpecialEffect = EFF_NONE;
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mLightIndex = -1;
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mBoneIndexBase = -1;
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@ -560,6 +561,11 @@ public:
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mFogballIndex = index;
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}
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void SetLightProbeIndex(int index)
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{
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mSurfaceUniforms.uLightProbeIndex = index;
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}
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void SetRenderStyle(FRenderStyle rs)
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{
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mRenderStyle = rs;
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@ -45,7 +45,7 @@ struct SurfaceUniforms
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float uAlphaThreshold;
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int uTextureIndex;
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float uDepthFadeThreshold;
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float padding1;
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int uLightProbeIndex;
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FVector3 uActorCenter;
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float padding2;
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};
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