Various renamings
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@@ -50,7 +50,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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{
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params.GPUContext->UnBindSR(dirLightShaderRegisterIndex);
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}
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dirLight.SetupLightData(&data.DirectionalLight, useShadow);
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dirLight.SetShaderData(data.DirectionalLight, useShadow);
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}
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else
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{
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@@ -63,7 +63,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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if (cache->SkyLights.HasItems())
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{
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auto& skyLight = cache->SkyLights.First();
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skyLight.SetupLightData(&data.SkyLight, false);
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skyLight.SetShaderData(data.SkyLight, false);
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const auto texture = skyLight.Image ? skyLight.Image->GetTexture() : nullptr;
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params.GPUContext->BindSR(skyLightShaderRegisterIndex, GET_TEXTURE_VIEW_SAFE(texture));
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}
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@@ -106,7 +106,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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const auto& light = cache->PointLights[i];
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if (CollisionsHelper::SphereIntersectsSphere(objectBounds, BoundingSphere(light.Position, light.Radius)))
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{
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light.SetupLightData(&data.LocalLights[data.LocalLightsCount], false);
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light.SetShaderData(data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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}
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}
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@@ -115,7 +115,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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const auto& light = cache->SpotLights[i];
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if (CollisionsHelper::SphereIntersectsSphere(objectBounds, BoundingSphere(light.Position, light.Radius)))
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{
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light.SetupLightData(&data.LocalLights[data.LocalLightsCount], false);
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light.SetShaderData(data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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}
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}
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