Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl
This commit is contained in:
		@ -41,20 +41,21 @@ uniform vec2 lightProj;
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uniform float shadowsBias;
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					uniform float shadowsBias;
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uniform mat4 LVP;
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					uniform mat4 LVP;
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#endif
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					#endif
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					uniform float envmapStrength;
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uniform sampler3D voxelsSampler;
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					uniform sampler3D voxelsSampler;
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uniform layout(r32ui) uimage3D voxels;
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					uniform layout(r32ui) uimage3D voxels;
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uniform layout(r32ui) uimage3D voxelsLight;
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					uniform layout(r32ui) uimage3D voxelsLight;
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uniform layout(rgba8) image3D voxelsB;
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					uniform layout(rgba16f) image3D voxelsB;
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uniform layout(rgba8) image3D voxelsOut;
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					uniform layout(rgba16f) image3D voxelsOut;
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uniform layout(r8) image3D SDF;
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					uniform layout(r16f) image3D SDF;
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#else
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					#else
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#ifdef _VoxelAOvar
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					#ifdef _VoxelAOvar
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#ifdef _VoxelShadow
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					#ifdef _VoxelShadow
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uniform layout(r8) image3D SDF;
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					uniform layout(r16f) image3D SDF;
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#endif
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					#endif
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uniform layout(r32ui) uimage3D voxels;
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					uniform layout(r32ui) uimage3D voxels;
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uniform layout(r8) image3D voxelsB;
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					uniform layout(r16f) image3D voxelsB;
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uniform layout(r8) image3D voxelsOut;
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					uniform layout(r16f) image3D voxelsOut;
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#endif
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					#endif
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#endif
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					#endif
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@ -74,14 +75,6 @@ void main() {
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	#endif
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						#endif
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	#endif
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						#endif
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	ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
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	#ifdef _VoxelGI
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	vec3 light = vec3(0.0);
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	light.r = float(imageLoad(voxelsLight, src)) / 255;
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	light.g = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
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	light.b = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
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	#endif
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	for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
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						for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
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	{
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						{
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		#ifdef _VoxelGI
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							#ifdef _VoxelGI
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@ -90,7 +83,7 @@ void main() {
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		float aniso_colors[6];
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							float aniso_colors[6];
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		#endif
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							#endif
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		src = ivec3(gl_GlobalInvocationID.xyz);
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							ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
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		src.x += i * res;
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							src.x += i * res;
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		ivec3 dst = src;
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							ivec3 dst = src;
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		dst.y += clipmapLevel * res;
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							dst.y += clipmapLevel * res;
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@ -103,44 +96,58 @@ void main() {
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		if (i < 6) {
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							if (i < 6) {
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			#ifdef _VoxelGI
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								#ifdef _VoxelGI
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								int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)));
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								if (count > 0) {
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				vec4 basecol = vec4(0.0);
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									vec4 basecol = vec4(0.0);
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				basecol.r = float(imageLoad(voxels, src)) / 255;
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									basecol.r = float(imageLoad(voxels, src)) / 255;
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				basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
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									basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
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				basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
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									basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
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				basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
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									basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
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			basecol /= 4;
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									basecol /= count;
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				vec3 emission = vec3(0.0);
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									vec3 emission = vec3(0.0);
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				emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
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									emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
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				emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
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									emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
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				emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
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									emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
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			emission /= 3;
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									emission /= count;
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									// Retrieve encoded normal (stored in 8-bit format)
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				vec3 N = vec3(0.0);
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									vec3 N = vec3(0.0);
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			N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
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									N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255.0;
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			N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
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									N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255.0;
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			N /= 2;
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									N /= count;
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			vec3 wnormal = decode_oct(N.rg * 2 - 1);
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									// Decode octahedral normal
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									N = decode_oct(N.rg * 2.0 - 1.0);
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				vec3 envl = vec3(0.0);
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									vec3 envl = vec3(0.0);
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				envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
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									envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
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				envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
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									envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
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				envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
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									envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
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			envl /= 3;
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									envl /= count;
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									envl *= envmapStrength;
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									vec3 light = vec3(0.0);
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									light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255;
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									light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255;
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									light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255;
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									light /= count;
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				//clipmap to world
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									//clipmap to world
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			vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
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									vec3 P = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
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			wposition = wposition * 2.0 - 1.0;
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									P = P * 2.0 - 1.0;
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			wposition *= float(clipmaps[int(clipmapLevel * 10)]);
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									P *= float(clipmaps[int(clipmapLevel * 10)]);
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			wposition *= voxelgiResolution.x;
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									P *= voxelgiResolution.x;
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			wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
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									P += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
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				radiance = basecol;
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									radiance = basecol;
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			vec4 trace = traceDiffuse(wposition, wnormal, voxelsSampler, clipmaps);
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									vec4 trace = traceDiffuse(P, N, voxelsSampler, clipmaps);
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				vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
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									vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
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			radiance.rgb *= light / PI + indirect;
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									radiance.rgb *= light + indirect;
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				radiance.rgb += emission.rgb;
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									radiance.rgb += emission.rgb;
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								}
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			#else
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								#else
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								int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x)));
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								if (count > 0) {
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				opac = float(imageLoad(voxels, src)) / 255;
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									opac = float(imageLoad(voxels, src)) / 255;
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									opac /= count;
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								}
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			#endif
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								#endif
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			#ifdef _VoxelGI
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								#ifdef _VoxelGI
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@ -206,15 +213,13 @@ void main() {
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			vec4 sam =
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								vec4 sam =
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				aniso_colors[face_offsets.x] * direction_weights.x +
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									aniso_colors[face_offsets.x] * direction_weights.x +
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				aniso_colors[face_offsets.y] * direction_weights.y +
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									aniso_colors[face_offsets.y] * direction_weights.y +
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				aniso_colors[face_offsets.z] * direction_weights.z
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									aniso_colors[face_offsets.z] * direction_weights.z;
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				;
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			radiance = sam;
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								radiance = sam;
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			#else
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								#else
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			float sam =
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								float sam =
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				aniso_colors[face_offsets.x] * direction_weights.x +
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									aniso_colors[face_offsets.x] * direction_weights.x +
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				aniso_colors[face_offsets.y] * direction_weights.y +
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									aniso_colors[face_offsets.y] * direction_weights.y +
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				aniso_colors[face_offsets.z] * direction_weights.z
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									aniso_colors[face_offsets.z] * direction_weights.z;
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				;
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			opac = sam;
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								opac = sam;
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			#endif
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								#endif
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		}
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							}
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