KRLight is now using KRNodeProperty for texture binding
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@@ -90,7 +90,7 @@ protected:
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KRNODE_PROPERTY(float, m_dust_particle_density, 0.1f, "dust_particle_density");
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KRNODE_PROPERTY(float, m_dust_particle_size, 1.f, "dust_particle_size");
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KRNODE_PROPERTY(float, m_dust_particle_intensity, 1.f, "dust_particle_intensity");
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KRTextureBinding m_flareTexture;
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KRNODE_PROPERTY(KRTextureBinding, m_flareTexture, KRTexture::TEXTURE_USAGE_LIGHT_FLARE, "flare_texture");
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int m_occlusionQuery; // Occlusion query for attenuating occluded flares
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