Implementing switch for image based lighting
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@@ -102,7 +102,7 @@ struct ShaderPermutation {
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uint8 visibilityPass;
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uint8 rayTracing;
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uint8 dumpIntermediates;
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// TODO: lightmapping etc
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uint8 imageBasedLighting;
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ShaderPermutation() { std::memset(this, 0, sizeof(ShaderPermutation)); }
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void setTaskFile(std::string_view name) {
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std::memset(taskFile, 0, sizeof(taskFile));
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@@ -144,6 +144,7 @@ struct ShaderPermutation {
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void setDepthCulling(bool enable) { depthCulling = enable; }
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void setVisibilityPass(bool enable) { visibilityPass = enable; }
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void setDumpIntermediates(bool enable) { dumpIntermediates = enable; }
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void setImageBasedLighting(bool enable) { imageBasedLighting = enable; }
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};
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// Hashed ShaderPermutation for fast lookup
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struct PermutationId {
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