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@@ -1300,6 +1300,46 @@ void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const
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}
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}
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+void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
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+{
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+ PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
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+
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+ GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
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+ ShaderConstHandles* handles = _getShaderConstHandles(pass);
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+
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+ for (U32 i = 0; i < shaderData.size(); i++)
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+ {
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+ for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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+ {
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+ StringTableEntry handleName = shaderData[i].getHandleName();
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+ bool tmp = true;
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+ }
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+ //roll through and try setting our data!
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+ for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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+ {
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+ StringTableEntry handleName = shaderData[i].getHandleName();
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+ StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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+ if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
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+ {
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+ if (handles->mCustomHandles[h].handle->isValid())
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+ {
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+ CustomShaderBindingData::UniformType type = shaderData[i].getType();
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+
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+ if (type == CustomShaderBindingData::Float)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
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+ else if (type == CustomShaderBindingData::Float2)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
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+ else if (type == CustomShaderBindingData::Float3)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
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+ else if (type == CustomShaderBindingData::Float4)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
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+ break;
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+ }
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+ }
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+ }
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+ }
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+}
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+
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void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
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{
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PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
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@@ -1337,7 +1377,7 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
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for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
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rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
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- for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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+ /*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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{
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//roll through and try setting our data!
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for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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@@ -1360,7 +1400,7 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
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}
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}
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}
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- }
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+ }*/
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LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
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}
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