Refactor engine to support double-precision vectors
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@@ -67,12 +67,12 @@ void Sky::InitConfig(AtmosphericFogData& config) const
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if (SunLight)
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{
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config.AtmosphericFogSunDirection = -SunLight->GetDirection();
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config.AtmosphericFogSunColor = SunLight->Color.ToVector3();
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config.AtmosphericFogSunColor = SunLight->Color.ToFloat3();
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}
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else
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{
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config.AtmosphericFogSunDirection = Vector3::UnitY;
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config.AtmosphericFogSunColor = Vector3::One;
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config.AtmosphericFogSunDirection = Float3::UnitY;
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config.AtmosphericFogSunColor = Float3::One;
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}
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}
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@@ -154,7 +154,7 @@ bool Sky::HasContentLoaded() const
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return _shader && _shader->IsLoaded() && AtmospherePreCompute::GetCache(nullptr);
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}
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bool Sky::IntersectsItself(const Ray& ray, float& distance, Vector3& normal)
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bool Sky::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
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{
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return false;
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}
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