Update leenkx/Shaders/std/constants.glsl
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		@ -21,25 +21,25 @@ const int DIFFUSE_CONE_COUNT = 16;
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const float SHADOW_CONE_APERTURE = radians(15.0);
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					const float SHADOW_CONE_APERTURE = radians(15.0);
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const float DIFFUSE_CONE_APERTURE = radians(45.0);
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					const float DIFFUSE_CONE_APERTURE = radians(50.0);
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const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
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					const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
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    vec3( 0.0000,  0.0000,  1.0000),  // top (zenith)
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					    vec3( 0.0000,  0.0000,  1.0000),
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    vec3( 0.5257,  0.0000,  0.8506),
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					    vec3( 0.7236,  0.5257,  0.4472),
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    vec3(-0.5257,  0.0000,  0.8506),
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					    vec3(-0.2764,  0.8506,  0.4472),
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    vec3( 0.0000,  0.5257,  0.8506),
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					    vec3(-0.8944,  0.0000,  0.4472),
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    vec3( 0.0000, -0.5257,  0.8506),
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					    vec3(-0.2764, -0.8506,  0.4472),
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    vec3( 0.3717,  0.3717,  0.8506),
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					    vec3( 0.7236, -0.5257,  0.4472),
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    vec3(-0.3717,  0.3717,  0.8506),
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					    vec3( 0.7236,  0.5257, -0.4472),
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    vec3( 0.3717, -0.3717,  0.8506),
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					    vec3(-0.2764,  0.8506, -0.4472),
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    vec3(-0.3717, -0.3717,  0.8506),
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					    vec3(-0.8944,  0.0000, -0.4472),
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    vec3( 0.6300,  0.2706,  0.7274),
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					    vec3(-0.2764, -0.8506, -0.4472),
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    vec3(-0.6300,  0.2706,  0.7274),
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					    vec3( 0.7236, -0.5257, -0.4472),
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    vec3( 0.6300, -0.2706,  0.7274),
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					    vec3( 0.2764,  0.8506,  0.4472),
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    vec3(-0.6300, -0.2706,  0.7274),
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					    vec3(-0.7236,  0.5257,  0.4472),
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    vec3( 0.2706,  0.6300,  0.7274),
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					    vec3(-0.7236, -0.5257,  0.4472),
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    vec3(-0.2706,  0.6300,  0.7274),
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					    vec3( 0.2764, -0.8506,  0.4472),
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    vec3( 0.2706, -0.6300,  0.7274)
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					    vec3( 0.0000,  0.0000, -1.0000)
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);
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					);
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