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More 3D Work
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
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@@ -912,12 +912,6 @@ float BakedLightBaker::_throw_ray(int p_light_index,const Vector3& p_begin, cons
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Color diffuse_at_point(0.8,0.8,0.8);
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Color specular_at_point(0.0,0.0,0.0);
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if (triangle->material) {
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//triangle->get_uv(r_point);
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diffuse_at_point=triangle->material->diffuse.get_color(uv);
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specular_at_point=triangle->material->specular.get_color(uv);
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}
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float dist = p_begin.distance_to(r_point);
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@@ -963,6 +957,14 @@ float BakedLightBaker::_throw_ray(int p_light_index,const Vector3& p_begin, cons
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if (triangle->material) {
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//triangle->get_uv(r_point);
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diffuse_at_point=triangle->material->diffuse.get_color(uv);
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specular_at_point=triangle->material->specular.get_color(uv);
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}
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diffuse_at_point.r=res_light.r*diffuse_at_point.r;
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diffuse_at_point.g=res_light.g*diffuse_at_point.g;
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