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@ -3,7 +3,9 @@ uniform sampler2D texIES;
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float iesAttenuation(vec3 l) {
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const float PI = 3.1415926535;
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#ifndef PI
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#define PI 3.1415926535
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#endif
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// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
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// Sample direction into light space
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// vec3 iesSampleDirection = mul(light.worldToLight , -L);
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