Trying to add prefiltered environment mapping
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@@ -79,8 +79,8 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
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});
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}
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skybox = Seele::Component::Skybox{
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.day = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(),
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.night = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(),
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.day = scene->getLightEnvironment()->getEnvironmentMap()->getPrefilteredMap(),
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.night = scene->getLightEnvironment()->getEnvironmentMap()->getPrefilteredMap(),
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.fogColor = Vector(0, 0, 0),
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.blendFactor = 0,
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};
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@@ -179,7 +179,7 @@ void BasePass::render() {
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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bool twoSided = materialData.material->isTwoSided();
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//bool twoSided = materialData.material->isTwoSided();
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if (graphics->supportMeshShading()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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@@ -283,7 +283,7 @@ void BasePass::render() {
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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bool twoSided = t.matInst->getBaseMaterial()->isTwoSided();
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//bool twoSided = t.matInst->getBaseMaterial()->isTwoSided();
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if (graphics->supportMeshShading()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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@@ -298,7 +298,7 @@ void BasePass::render() {
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},
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.rasterizationState =
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{
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.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
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.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
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},
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.colorBlend =
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{
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@@ -325,7 +325,7 @@ void BasePass::render() {
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},
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.rasterizationState =
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{
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.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
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.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
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},
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.depthStencilState =
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{
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