507 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			507 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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#include "compiled.inc"
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#include "std/gbuffer.glsl"
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#include "std/brdf.glsl"
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#include "std/math.glsl"
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#ifdef _Clusters
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#include "std/clusters.glsl"
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#endif
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#ifdef _ShadowMap
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#include "std/shadows.glsl"
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#endif
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#ifdef _LTC
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#include "std/ltc.glsl"
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#endif
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#ifdef _LightIES
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#include "std/ies.glsl"
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#endif
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#ifdef _Spot
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#include "std/light_common.glsl"
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#endif
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#include "std/constants.glsl"
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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uniform sampler2D gbufferD;
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#ifdef _EmissionShaded
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uniform sampler2D gbufferEmission;
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#endif
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uniform sampler2D sveloc;
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uniform vec2 cameraProj;
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uniform vec3 eye;
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uniform vec3 eyeLook;
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uniform vec2 screenSize;
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uniform mat4 invVP;
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in vec2 texCoord;
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in vec3 viewRay;
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out vec3 fragColor;
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float metallic;
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uint matid;
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#ifdef _SMSizeUniform
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//!uniform vec2 smSizeUniform;
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#endif
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#ifdef _Clusters
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uniform vec4 lightsArray[maxLights * 3];
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	#ifdef _Spot
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	uniform vec4 lightsArraySpot[maxLights * 2];
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	#endif
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uniform sampler2D clustersData;
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uniform vec2 cameraPlane;
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#endif
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#ifdef _SinglePoint // Fast path for single light
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uniform vec3 pointPos;
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uniform vec3 pointCol;
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	#ifdef _ShadowMap
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	uniform float pointBias;
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	#endif
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	#ifdef _Spot
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	uniform vec3 spotDir;
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	uniform vec3 spotRight;
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	uniform vec4 spotData;
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	#endif
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#endif
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#ifdef _CPostprocess
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    uniform vec3 PPComp12;
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#endif
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#ifdef _ShadowMap
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	#ifdef _SinglePoint
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		#ifdef _Spot
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			#ifndef _LTC
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				uniform sampler2DShadow shadowMapSpot[1];
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				uniform sampler2D shadowMapSpotTransparent[1];
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				uniform mat4 LWVPSpot[1];
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			#endif
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		#else
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			uniform samplerCubeShadow shadowMapPoint[1];
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			uniform samplerCube shadowMapPointTransparent[1];
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			uniform vec2 lightProj;
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		#endif
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	#endif
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	#ifdef _Clusters
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		#ifdef _SingleAtlas
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		uniform sampler2DShadow shadowMapAtlas;
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		uniform sampler2D shadowMapAtlasTransparent;
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		#endif
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		uniform vec2 lightProj;
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		#ifdef _ShadowMapAtlas
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		#ifndef _SingleAtlas
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		uniform sampler2DShadow shadowMapAtlasPoint;
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		uniform sampler2D shadowMapAtlasPointTransparent;
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		//!uniform vec4 pointLightDataArray[maxLightsCluster * 6];
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		#else
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		uniform samplerCubeShadow shadowMapPoint[4];
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		uniform samplerCube shadowMapPointTransparent[4];
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		#endif
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		#endif
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		#ifdef _Spot
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			#ifdef _ShadowMapAtlas
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			#ifndef _SingleAtlas
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			uniform sampler2DShadow shadowMapAtlasSpot;
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			uniform sampler2D shadowMapAtlasSpotTransparent;
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			#endif
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			#else
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			uniform sampler2DShadow shadowMapSpot[4];
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			uniform sampler2D shadowMapSpotTransparent[4];
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			#endif
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			uniform mat4 LWVPSpotArray[maxLightsCluster];
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		#endif
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	#endif
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#endif
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#ifdef _LTC
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uniform vec3 lightArea0;
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uniform vec3 lightArea1;
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uniform vec3 lightArea2;
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uniform vec3 lightArea3;
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uniform sampler2D sltcMat;
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uniform sampler2D sltcMag;
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#ifdef _ShadowMap
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#ifndef _Spot
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	#ifdef _SinglePoint
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		uniform sampler2DShadow shadowMapSpot[1];
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		uniform sampler2D shadowMapSpotTransparent[1];
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		uniform mat4 LWVPSpot[1];
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	#endif
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	#ifdef _Clusters
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		uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
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		uniform mat4 LWVPSpotArray[maxLightsCluster];
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	#endif
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#endif
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#endif
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#endif
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#ifdef _Sun
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uniform vec3 sunDir;
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uniform vec3 sunCol;
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	#ifdef _ShadowMap
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	#ifdef _ShadowMapAtlas
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	#ifndef _SingleAtlas
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	uniform sampler2DShadow shadowMapAtlasSun;
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	uniform sampler2D shadowMapAtlasSunTransparent;
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	#endif
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	#else
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	uniform sampler2DShadow shadowMap;
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	uniform sampler2D shadowMapTransparent;
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	#endif
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	uniform float shadowsBias;
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	#ifdef _CSM
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	//!uniform vec4 casData[shadowmapCascades * 4 + 4];
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	#else
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	uniform mat4 LWVP;
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	#endif
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	#endif // _ShadowMap
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#endif
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vec3 sampleLight(const vec3 p, const vec3 n, const vec3 lp, const vec3 lightCol
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	#ifdef _ShadowMap
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		, int index, float bias, bool receiveShadow, bool transparent
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	#endif
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	#ifdef _Spot
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		, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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	#endif
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	) {
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	vec3 ld = lp - p;
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	vec3 l = normalize(ld);
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	vec3 visibility = lightCol;
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	visibility *= attenuate(distance(p, lp));
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	#ifdef _LTC
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	#ifdef _ShadowMap
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		if (receiveShadow) {
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			#ifdef _SinglePoint
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			vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
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			visibility *= shadowTest(shadowMapSpot[0],
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							shadowMapSpotTransparent[0],
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							lPos.xyz / lPos.w, bias, transparent);
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			#endif
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			#ifdef _Clusters
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			vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
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			if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
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					shadowMapSpotTransparent[0],
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					lPos.xyz / lPos.w, bias, transparent);
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			else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
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					shadowMapSpotTransparent[1],
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					, lPos.xyz / lPos.w, bias, transparent);
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			else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
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					shadowMapSpotTransparent[2],
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					lPos.xyz / lPos.w, bias, transparent);
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			else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
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					shadowMapSpotTransparent[3],
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					lPos.xyz / lPos.w, bias, transparent);
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			#endif
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		}
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	#endif
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	return visibility;
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	#endif
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	#ifdef _Spot
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	if (isSpot) {
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		visibility *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
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		#ifdef _ShadowMap
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			if (receiveShadow) {
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				#ifdef _SinglePoint
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				vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
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				visibility *= shadowTest(shadowMapSpot[0],
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									 shadowMapSpotTransparent[0],
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									lPos.xyz / lPos.w, bias, transparent);
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				#endif
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				#ifdef _Clusters
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					vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
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					#ifdef _ShadowMapAtlas
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						visibility *= shadowTest(
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							#ifndef _SingleAtlas
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							shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
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							#else
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							shadowMapAtlas, shadowMapAtlasTransparent
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							#endif
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							, lPos.xyz / lPos.w, bias, transparent
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						);
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					#else
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							 if (index == 0) visibility *= shadowTest(shadowMapSpot[0],
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									shadowMapSpotTransparent[0],
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									lPos.xyz / lPos.w, bias, transparent);
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						else if (index == 1) visibility *= shadowTest(shadowMapSpot[1],
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									shadowMapSpotTransparent[1],
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									lPos.xyz / lPos.w, bias, transparent);
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						else if (index == 2) visibility *= shadowTest(shadowMapSpot[2],
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									shadowMapSpotTransparent[2],
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									lPos.xyz / lPos.w, bias, transparent);
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						else if (index == 3) visibility *= shadowTest(shadowMapSpot[3],
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									shadowMapSpotTransparent[3],
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									lPos.xyz / lPos.w, bias, transparent);
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					#endif
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				#endif
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			}
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		#endif
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		return visibility;
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	}
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	#endif
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	#ifdef _LightIES
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	visibility *= iesAttenuation(-l);
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	#endif
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	#ifdef _ShadowMap
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		if (receiveShadow) {
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			#ifdef _SinglePoint
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			#ifndef _Spot
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			visibility *= PCFCube(shadowMapPoint[0],
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							shadowMapPointTransparent[0],
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							ld, -l, bias, lightProj, n, transparent);
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			#endif
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			#endif
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			#ifdef _Clusters
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				#ifdef _ShadowMapAtlas
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				visibility *= PCFFakeCube(
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					#ifndef _SingleAtlas
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					shadowMapAtlasPoint, shadowMapAtlasPointTransparent
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					#else
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					shadowMapAtlas, shadowMapAtlasTransparent
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					#endif
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					, ld, -l, bias, lightProj, n, index, transparent
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				);
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				#else
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					 if (index == 0) visibility *= PCFCube(shadowMapPoint[0],
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								shadowMapPointTransparent[0],
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								ld, -l, bias, lightProj, n, transparent);
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				else if (index == 1) visibility *= PCFCube(shadowMapPoint[1],
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								shadowMapPointTransparent[1],
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								ld, -l, bias, lightProj, n, transparent);
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				else if (index == 2) visibility *= PCFCube(shadowMapPoint[2],
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								shadowMapPointTransparent[2],
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								ld, -l, bias, lightProj, n, transparent);
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				else if (index == 3) visibility *= PCFCube(shadowMapPoint[3],
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								shadowMapPointTransparent[3],
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								ld, -l, bias, lightProj, n, transparent);
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				#endif
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			#endif
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		}
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	#endif
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	return visibility;
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}
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vec3 getVisibility(vec3 p, vec3 n, float depth, vec2 uv) {
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		vec3 visibility = vec3(0.0);
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#ifdef _Sun
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	#ifdef _ShadowMap
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		#ifdef _CSM
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			visibility = shadowTestCascade(
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				#ifdef _ShadowMapAtlas
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					#ifndef _SingleAtlas
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					shadowMapAtlasSun, shadowMapAtlasSunTransparent
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					#else
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					shadowMapAtlas, shadowMapAtlasTransparent
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					#endif
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				#else
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				shadowMap, shadowMapTransparent
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				#endif
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				, eye, p + n * shadowsBias * 10, shadowsBias, false
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			);
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		#else
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			vec4 lPos = LWVP * vec4(p + n * shadowsBias * 100, 1.0);
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			if (lPos.w > 0.0) {
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				visibility = shadowTest(
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					#ifdef _ShadowMapAtlas
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						#ifndef _SingleAtlas
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						shadowMapAtlasSun, shadowMapAtlasSunTransparent
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						#else
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						shadowMapAtlas, shadowMapAtlasTransparent
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						#endif
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					#else
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					shadowMap, shadowMapTransparent
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					#endif
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					, lPos.xyz / lPos.w, shadowsBias, false
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				);
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			}
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		#endif
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	#endif
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#endif
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#ifdef _SinglePoint
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	visibility += sampleLight(
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		p, n, pointPos, pointCol
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		#ifdef _ShadowMap
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			, 0, pointBias, true, false
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		#endif
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		#ifdef _Spot
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		, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight
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		#endif
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	);
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#endif
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#ifdef _Clusters
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	float viewz = linearize(depth, cameraProj);
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	int clusterI = getClusterI(uv, viewz, cameraPlane);
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	int numLights = int(texelFetch(clustersData, ivec2(clusterI, 0), 0).r * 255);
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	#ifdef HLSL
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	viewz += textureLod(clustersData, vec2(0.0), 0.0).r * 1e-9; // TODO: krafix bug, needs to generate sampler
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	#endif
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	#ifdef _Spot
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	int numSpots = int(texelFetch(clustersData, ivec2(clusterI, 1 + maxLightsCluster), 0).r * 255);
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	int numPoints = numLights - numSpots;
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	#endif
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	for (int i = 0; i < min(numLights, maxLightsCluster); i++) {
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		int li = int(texelFetch(clustersData, ivec2(clusterI, i + 1), 0).r * 255);
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		visibility += sampleLight(
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			p,
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			n,
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			lightsArray[li * 3].xyz, // lp
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			lightsArray[li * 3 + 1].xyz // lightCol
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			#ifdef _ShadowMap
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				// light index, shadow bias, cast_shadows
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				, li, lightsArray[li * 3 + 2].x, lightsArray[li * 3 + 2].z != 0.0, false
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			#endif
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			#ifdef _Spot
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			, lightsArray[li * 3 + 2].y != 0.0
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			, lightsArray[li * 3 + 2].y // spot size (cutoff)
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			, lightsArraySpot[li * 2].w // spot blend (exponent)
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			, lightsArraySpot[li * 2].xyz // spotDir
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			, vec2(lightsArray[li * 3].w, lightsArray[li * 3 + 1].w) // scale
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			, lightsArraySpot[li * 2 + 1].xyz // right
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			#endif
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		);
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	}
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#endif // _Clusters
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	return visibility;
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}
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vec3 getWorldPos(vec2 uv, float depth) {
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    vec4 pos = invVP * vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
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    return pos.xyz / pos.w;
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}
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vec3 getNormal(vec2 uv) {
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    vec4 g0 = textureLod(gbuffer0, uv, 0.0);
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    vec2 enc = g0.rg;
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    vec3 n;
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    n.z = 1.0 - abs(enc.x) - abs(enc.y);
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    n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy);
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    return normalize(n);
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}
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vec3 calculateIndirectLight(vec2 uv, vec3 pos, vec3 normal, float depth) {
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    // Simplified visibility - replace with your full visibility function if needed
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    vec3 sampleColor = textureLod(gbuffer1, uv, 0.0).rgb * getVisibility(pos, normal, depth, uv);
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	#ifdef _EmissionShadeless
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		if (matid == 1) { // pure emissive material, color stored in basecol
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			sampleColor += textureLod(gbuffer1, uv, 0.0).rgb;
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		}
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	#endif
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	#ifdef _EmissionShaded
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		#ifdef _EmissionShadeless
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		else {
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		#endif
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			vec3 sampleEmission = textureLod(gbufferEmission, uv, 0.0).rgb;
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			sampleColor += sampleEmission; // Emission should be added directly
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		#ifdef _EmissionShadeless
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		}
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		#endif
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	#endif
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	return sampleColor;
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}
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// Improved sampling parameters
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const float GOLDEN_ANGLE = 2.39996323;
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const float MAX_DEPTH_DIFFERENCE = 0.9; // More conservative depth threshold
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const float SAMPLE_BIAS = 0.01; // Small offset to avoid self-occlusion
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void main() {
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    float depth = textureLod(gbufferD, texCoord, 0.0).r;
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    if (depth >= 1.0) {
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        fragColor = vec3(0.0);
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        return;
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    }
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	vec4 g0 = textureLod(gbuffer0, texCoord, 0.0); // Normal.xy, roughness, metallic/matid
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	unpackFloatInt16(g0.a, metallic, matid);
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	vec2 velocity = -textureLod(sveloc, texCoord, 0.0).rg;
 | 
						|
 | 
						|
	vec3 n;
 | 
						|
	n.z = 1.0 - abs(g0.x) - abs(g0.y);
 | 
						|
	n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
 | 
						|
	n = normalize(n);
 | 
						|
 | 
						|
    vec3 pos = getWorldPos(texCoord, depth);
 | 
						|
    vec3 normal = getNormal(texCoord);
 | 
						|
    vec3 centerColor = textureLod(gbuffer1, texCoord, 0.0).rgb;
 | 
						|
 | 
						|
    float radius = ssaoRadius;
 | 
						|
 | 
						|
    vec3 gi = vec3(0.0);
 | 
						|
    float totalWeight = 0.0;
 | 
						|
    float angle = fract(sin(dot(texCoord, vec2(12.9898, 78.233))) * 100.0);
 | 
						|
 | 
						|
	for (int i = 0; i < ssgiSamples; i++) {
 | 
						|
		// Use quasi-random sequence for better coverage
 | 
						|
		float r = sqrt((float(i) + 0.5) / float(ssgiSamples)) * radius;
 | 
						|
		float a = (float(i) * GOLDEN_ANGLE) + angle;
 | 
						|
 | 
						|
		vec2 offset = vec2(cos(a), sin(a)) * r * radius;
 | 
						|
		vec2 sampleUV = clamp(texCoord + offset * (BayerMatrix8[int(gl_FragCoord.x + velocity.x) % 8][int(gl_FragCoord.y + velocity.y) % 8] - 0.5) / screenSize, vec2(0.001), vec2(0.999));
 | 
						|
 | 
						|
		float sampleDepth = textureLod(gbufferD, sampleUV, 0.0).r;
 | 
						|
		if (sampleDepth >= 1.0) continue;
 | 
						|
 | 
						|
		vec3 samplePos = getWorldPos(sampleUV, sampleDepth);
 | 
						|
		vec3 sampleNormal = getNormal(sampleUV);
 | 
						|
 | 
						|
		// Apply small bias to sample position to avoid self-occlusion
 | 
						|
		samplePos += sampleNormal * SAMPLE_BIAS;
 | 
						|
 | 
						|
		vec3 dir = pos - samplePos;
 | 
						|
		float dist = length(dir);
 | 
						|
 | 
						|
		if (abs(pos.z - samplePos.z) > MAX_DEPTH_DIFFERENCE) continue;;
 | 
						|
 | 
						|
		vec3 sampleColor = calculateIndirectLight(sampleUV, samplePos, sampleNormal, sampleDepth);
 | 
						|
		float weight = 1.0 / (1.0 + dist * dist * 2.0) * max(dot(sampleNormal, n), 0.0);
 | 
						|
 | 
						|
		gi += sampleColor * weight;
 | 
						|
		totalWeight += weight;
 | 
						|
	}
 | 
						|
 | 
						|
    // Normalize and apply intensity
 | 
						|
    if (totalWeight > 0.0) {
 | 
						|
        gi /= totalWeight;
 | 
						|
        #ifdef _CPostprocess
 | 
						|
            gi *= PPComp12.x;
 | 
						|
        #else
 | 
						|
            gi *= ssaoStrength;
 | 
						|
        #endif
 | 
						|
    }
 | 
						|
 | 
						|
	#ifdef _EmissionShadeless
 | 
						|
		if (matid == 1) { // pure emissive material, color stored in basecol
 | 
						|
			gi += textureLod(gbuffer1, texCoord, 0.0).rgb;
 | 
						|
		}
 | 
						|
	#endif
 | 
						|
	#ifdef _EmissionShaded
 | 
						|
		#ifdef _EmissionShadeless
 | 
						|
		else {
 | 
						|
		#endif
 | 
						|
			gi += textureLod(gbufferEmission, texCoord, 0.0).rgb;
 | 
						|
		#ifdef _EmissionShadeless
 | 
						|
		}
 | 
						|
		#endif
 | 
						|
	#endif
 | 
						|
	fragColor = gi / (gi + vec3(1.0)); // Reinhard tone mapping
 | 
						|
}
 |