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@ -38,7 +38,6 @@ uniform layout(r8) image3D voxelsOut;
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#endif
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uniform int clipmapLevel;
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uniform float voxelBlend;
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uniform float clipmaps[voxelgiClipmapCount * 10];
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@ -47,7 +46,7 @@ void main() {
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ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
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src.y += clipmapLevel * res;
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for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
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for (int i = 0; i < 6 + diffuseConeCount; i++)
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{
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vec4 col = vec4(0.0);
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