Refactor engine to support double-precision vectors
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@@ -54,7 +54,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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}
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else
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{
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data.DirectionalLight.Color = Vector3::Zero;
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data.DirectionalLight.Color = Float3::Zero;
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data.DirectionalLight.CastShadows = 0.0f;
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context->UnBindSR(dirLightShaderRegisterIndex);
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}
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@@ -93,7 +93,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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}
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else
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{
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data.EnvironmentProbe.Data1 = Vector4::Zero;
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data.EnvironmentProbe.Data1 = Float4::Zero;
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context->UnBindSR(envProbeShaderRegisterIndex);
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}
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