Refactor engine to support double-precision vectors
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@@ -20,7 +20,7 @@ public:
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struct CustomData
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{
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GPUShader* Shader;
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Vector3 GridSize;
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Float3 GridSize;
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float VolumetricFogMaxDistance;
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int32 ParticleIndex;
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};
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@@ -28,22 +28,22 @@ public:
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private:
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PACK_STRUCT(struct SkyLightData {
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Vector3 MultiplyColor;
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Float3 MultiplyColor;
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float VolumetricScatteringIntensity;
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Vector3 AdditiveColor;
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Float3 AdditiveColor;
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float Dummt0;
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});
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PACK_STRUCT(struct Data {
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GBufferData GBuffer;
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Vector3 GlobalAlbedo;
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Float3 GlobalAlbedo;
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float GlobalExtinctionScale;
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Vector3 GlobalEmissive;
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Float3 GlobalEmissive;
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float HistoryWeight;
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Vector3 GridSize;
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Float3 GridSize;
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uint32 MissedHistorySamplesCount;
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uint32 GridSizeIntX;
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@@ -51,15 +51,15 @@ private:
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uint32 GridSizeIntZ;
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float PhaseG;
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Vector2 Dummy0;
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Float2 Dummy0;
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float VolumetricFogMaxDistance;
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float InverseSquaredLightDistanceBiasScale;
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Vector4 FogParameters;
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Float4 FogParameters;
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Matrix PrevWorldToClip;
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Vector4 FrameJitterOffsets[8];
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Float4 FrameJitterOffsets[8];
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LightData DirectionalLight;
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LightShadowData DirectionalLightShadow;
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@@ -67,11 +67,11 @@ private:
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});
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PACK_STRUCT(struct PerLight {
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Vector2 SliceToDepth;
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Float2 SliceToDepth;
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int32 MinZ;
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float LocalLightScatteringIntensity;
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Vector4 ViewSpaceBoundingSphere;
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Float4 ViewSpaceBoundingSphere;
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Matrix ViewToVolumeClip;
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LightData LocalLight;
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@@ -131,7 +131,7 @@ private:
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/// <summary>
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/// The calculated size of the volume texture.
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/// </summary>
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Vector3 GridSize;
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Float3 GridSize;
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/// <summary>
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/// The cached per-frame data for the constant buffer.
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