Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl
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		@ -74,8 +74,9 @@ 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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	mat3 TBN = mat3(1.0);
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						int nor_count = 0;
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	vec3 avgNormal = vec3(0.0);
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						vec3 avgNormal = vec3(0.0);
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						mat3 TBN = mat3(0.0);
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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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@ -116,10 +117,18 @@ void main() {
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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;
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				N /= count;
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									N /= count;
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				N = decode_oct(N.rg * 2.0 - 1.0);
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									N = decode_oct(N.rg * 2.0 - 1.0);
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				avgNormal += N;
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									if (abs(N.x) > 0)
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										avgNormal.x += N.x;
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									if (abs(N.y) > 0)
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										avgNormal.y += N.y;
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									if (abs(N.z) > 0)
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										avgNormal.z += N.z;
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				if (i == 5)
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									if (i == 5)
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					TBN = makeTangentBasis(normalize(avgNormal));
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									{
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										avgNormal = normalize(avgNormal);
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										TBN = makeTangentBasis(avgNormal);
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									}
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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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