Update leenkx/Shaders/std/constants.glsl
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		@ -21,27 +21,26 @@ const int DIFFUSE_CONE_COUNT = 16;
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const float SHADOW_CONE_APERTURE = radians(15.0);
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const float DIFFUSE_CONE_APERTURE = 0.872665;
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const vec3 DIFFUSE_CONE_DIRECTIONS[16] = {
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    vec3( 0.000000,  0.000000,  1.000000),
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    vec3( 0.525731,  0.000000,  0.850651),
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    vec3(-0.525731,  0.000000,  0.850651),
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    vec3( 0.000000,  0.525731,  0.850651),
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    vec3( 0.000000, -0.525731,  0.850651),
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    vec3( 0.309017,  0.809017,  0.500000),
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    vec3(-0.309017,  0.809017,  0.500000),
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    vec3( 0.309017, -0.809017,  0.500000),
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    vec3(-0.309017, -0.809017,  0.500000),
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    vec3( 0.809017,  0.309017,  0.500000),
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    vec3( 0.809017, -0.309017,  0.500000),
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    vec3(-0.809017,  0.309017,  0.500000),
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    vec3(-0.809017, -0.309017,  0.500000),
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    vec3( 0.000000,  0.000000, -1.000000),
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    vec3( 0.525731,  0.000000, -0.850651),
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    vec3(-0.525731,  0.000000, -0.850651)
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};
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const float DIFFUSE_CONE_APERTURE = radians(45.0);
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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( 0.5257,  0.0000,  0.8506),
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    vec3(-0.5257,  0.0000,  0.8506),
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    vec3( 0.0000,  0.5257,  0.8506),
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    vec3( 0.0000, -0.5257,  0.8506),
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    vec3( 0.3717,  0.3717,  0.8506),
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    vec3(-0.3717,  0.3717,  0.8506),
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    vec3( 0.3717, -0.3717,  0.8506),
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    vec3(-0.3717, -0.3717,  0.8506),
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    vec3( 0.6300,  0.2706,  0.7274),
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    vec3(-0.6300,  0.2706,  0.7274),
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    vec3( 0.6300, -0.2706,  0.7274),
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    vec3(-0.6300, -0.2706,  0.7274),
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    vec3( 0.2706,  0.6300,  0.7274),
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    vec3(-0.2706,  0.6300,  0.7274),
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    vec3( 0.2706, -0.6300,  0.7274)
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);
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const float BayerMatrix8[8][8] =
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