Update leenkx/Shaders/std/constants.glsl
This commit is contained in:
		@ -1,16 +1,13 @@
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/*
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Copyright (c) 2024 Turánszki János
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
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@ -21,28 +18,32 @@ THE SOFTWARE.
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 */
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const int DIFFUSE_CONE_COUNT = 16;
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const float DIFFUSE_CONE_APERTURE = radians(45.0);
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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(0.0000, 0.0000, 1.0000),   // Central direction
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	vec3(0.3827, 0.0000, 0.9239),   // Ring 1
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	vec3(-0.3827, 0.0000, 0.9239),
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	vec3(0.0000, 0.3827, 0.9239),
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	vec3(0.0000, -0.3827, 0.9239),
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	vec3(0.2706, 0.2706, 0.9239),   // Ring 2
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	vec3(-0.2706, 0.2706, 0.9239),
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	vec3(0.2706, -0.2706, 0.9239),
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	vec3(-0.2706, -0.2706, 0.9239),
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	vec3(0.1802, 0.3604, 0.9239),   // Ring 3
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	vec3(-0.1802, 0.3604, 0.9239),
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	vec3(0.1802, -0.3604, 0.9239),
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	vec3(-0.1802, -0.3604, 0.9239),
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	vec3(0.3604, 0.1802, 0.9239),
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	vec3(-0.3604, 0.1802, 0.9239),
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	vec3(0.3604, -0.1802, 0.9239)
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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 BayerMatrix8[8][8] =
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{
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	{ 1.0 / 65.0, 49.0 / 65.0, 13.0 / 65.0, 61.0 / 65.0, 4.0 / 65.0, 52.0 / 65.0, 16.0 / 65.0, 64.0 / 65.0 },
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@ -53,4 +54,4 @@ const float BayerMatrix8[8][8] =
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	{ 35.0 / 65.0, 19.0 / 65.0, 47.0 / 65.0, 31.0 / 65.0, 34.0 / 65.0, 18.0 / 65.0, 46.0 / 65.0, 30.0 / 65.0 },
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	{ 11.0 / 65.0, 59.0 / 65.0, 7.0 / 65.0, 55.0 / 65.0, 10.0 / 65.0, 58.0 / 65.0, 6.0 / 65.0, 54.0 / 65.0 },
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	{ 43.0 / 65.0, 27.0 / 65.0, 39.0 / 65.0, 23.0 / 65.0, 42.0 / 65.0, 26.0 / 65.0, 38.0 / 65.0, 22.0 / 65.0 }
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};
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};
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