SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, ///< (water) counter-direction normalmaps scrolling
SHADERPERMUTATION_BOUNCEGRID = 1<<28, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
- SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
- SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
+ SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<29, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
+ SHADERPERMUTATION_LIMIT = 1<<30, ///< size of permutations array
+ SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array
}
shaderpermutation_t;