Full BSDF
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@ -79,7 +79,7 @@ void main() {
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float aniso_colors[6];
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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 + diffuseConeCount; i++)
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{
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ivec3 src = ivec3(gl_GlobalInvocationID.xyz);
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src.x += i * res;
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@ -136,7 +136,7 @@ void main() {
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radiance = basecol;
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vec4 trace = traceDiffuse(wposition, wnormal, voxelsSampler, clipmaps);
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vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
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radiance.rgb *= light.rgb + indirect.rgb;
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radiance.rgb *= light.rgb * INV_PI + indirect.rgb;
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radiance.rgb += emission.rgb;
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}
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@ -195,7 +195,7 @@ void main() {
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}
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else {
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// precompute cone sampling:
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vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6];
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vec3 coneDirection = diffuseConeDirections[i - 6];
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vec3 aniso_direction = -coneDirection;
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uvec3 face_offsets = uvec3(
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aniso_direction.x > 0 ? 0 : 1,
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