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										 |  |  | /* | 
					
						
							|  |  |  | Copyright (c) 2024 Turánszki János | 
					
						
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										 |  |  | Permission is hereby granted, free of charge, to any person obtaining a copy | 
					
						
							|  |  |  | of this software and associated documentation files (the "Software"), to deal | 
					
						
							|  |  |  | in the Software without restriction, including without limitation the rights | 
					
						
							|  |  |  | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | 
					
						
							|  |  |  | copies of the Software, and to permit persons to whom the Software is | 
					
						
							|  |  |  | furnished to do so, subject to the following conditions: | 
					
						
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										 |  |  | The above copyright notice and this permission notice shall be included in | 
					
						
							|  |  |  | all copies or substantial portions of the Software. | 
					
						
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										 |  |  | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | 
					
						
							|  |  |  | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
					
						
							|  |  |  | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE | 
					
						
							|  |  |  | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | 
					
						
							|  |  |  | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | 
					
						
							|  |  |  | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | 
					
						
							|  |  |  | THE SOFTWARE. | 
					
						
							|  |  |  |  */ | 
					
						
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							|  |  |  | const int DIFFUSE_CONE_COUNT = 16; | 
					
						
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							|  |  |  | const float SHADOW_CONE_APERTURE = radians(15.0); | 
					
						
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										 |  |  | const float DIFFUSE_CONE_APERTURE = 0.872665; // 50 degrees in radians | 
					
						
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										 |  |  | mat3 makeTangentBasis(const vec3 normal) { | 
					
						
							|  |  |  |     // Create a tangent basis from normal vector | 
					
						
							|  |  |  |     vec3 tangent; | 
					
						
							|  |  |  |     vec3 bitangent; | 
					
						
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										 |  |  |     // Compute tangent (Frisvad's method) | 
					
						
							|  |  |  |     if (abs(normal.z) < 0.999) { | 
					
						
							|  |  |  |         tangent = normalize(cross(vec3(0, 1, 0), normal)); | 
					
						
							|  |  |  |     } else { | 
					
						
							|  |  |  |         tangent = normalize(cross(normal, vec3(1, 0, 0))); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     bitangent = cross(normal, tangent); | 
					
						
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							|  |  |  |     return mat3(tangent, bitangent, normal); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | // 16 optimized cone directions for hemisphere sampling (Z-up, normalized) | 
					
						
							|  |  |  | const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[]( | 
					
						
							|  |  |  |     vec3(0.707107, 0.000000, 0.707107),  // Front | 
					
						
							|  |  |  |     vec3(-0.707107, 0.000000, 0.707107), // Back | 
					
						
							|  |  |  |     vec3(0.000000, 0.707107, 0.707107),  // Right | 
					
						
							|  |  |  |     vec3(0.000000, -0.707107, 0.707107), // Left | 
					
						
							|  |  |  |     vec3(0.500000, 0.500000, 0.707107),  // Front-right | 
					
						
							|  |  |  |     vec3(-0.500000, 0.500000, 0.707107), // Back-right | 
					
						
							|  |  |  |     vec3(0.500000, -0.500000, 0.707107), // Front-left | 
					
						
							|  |  |  |     vec3(-0.500000, -0.500000, 0.707107),// Back-left | 
					
						
							|  |  |  |     vec3(0.353553, 0.000000, 0.935414),  // Narrow front | 
					
						
							|  |  |  |     vec3(-0.353553, 0.000000, 0.935414), // Narrow back | 
					
						
							|  |  |  |     vec3(0.000000, 0.353553, 0.935414),  // Narrow right | 
					
						
							|  |  |  |     vec3(0.000000, -0.353553, 0.935414), // Narrow left | 
					
						
							|  |  |  |     vec3(0.270598, 0.270598, 0.923880),  // Narrow front-right | 
					
						
							|  |  |  |     vec3(-0.270598, 0.270598, 0.923880), // Narrow back-right | 
					
						
							|  |  |  |     vec3(0.270598, -0.270598, 0.923880), // Narrow front-left | 
					
						
							|  |  |  |     vec3(-0.270598, -0.270598, 0.923880) // Narrow back-left | 
					
						
							|  |  |  | ); | 
					
						
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										 |  |  | // TO DO - Disabled momentarily instead of changing formulas | 
					
						
							|  |  |  | const float off_BayerMatrix8[8][8] = | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	{ 1.0 / 65.0, 49.0 / 65.0, 13.0 / 65.0, 61.0 / 65.0, 4.0 / 65.0, 52.0 / 65.0, 16.0 / 65.0, 64.0 / 65.0 }, | 
					
						
							|  |  |  | 	{ 33.0 / 65.0, 17.0 / 65.0, 45.0 / 65.0, 29.0 / 65.0, 36.0 / 65.0, 20.0 / 65.0, 48.0 / 65.0, 32.0 / 65.0 }, | 
					
						
							|  |  |  | 	{ 9.0 / 65.0, 57.0 / 65.0, 5.0 / 65.0, 53.0 / 65.0, 12.0 / 65.0, 60.0 / 65.0, 8.0 / 65.0, 56.0 / 65.0 }, | 
					
						
							|  |  |  | 	{ 41.0 / 65.0, 25.0 / 65.0, 37.0 / 65.0, 21.0 / 65.0, 44.0 / 65.0, 28.0 / 65.0, 40.0 / 65.0, 24.0 / 65.0 }, | 
					
						
							|  |  |  | 	{ 3.0 / 65.0, 51.0 / 65.0, 15.0 / 65.0, 63.0 / 65.0, 2.0 / 65.0, 50.0 / 65.0, 14.0 / 65.0, 62.0 / 65.0 }, | 
					
						
							|  |  |  | 	{ 35.0 / 65.0, 19.0 / 65.0, 47.0 / 65.0, 31.0 / 65.0, 34.0 / 65.0, 18.0 / 65.0, 46.0 / 65.0, 30.0 / 65.0 }, | 
					
						
							|  |  |  | 	{ 11.0 / 65.0, 59.0 / 65.0, 7.0 / 65.0, 55.0 / 65.0, 10.0 / 65.0, 58.0 / 65.0, 6.0 / 65.0, 54.0 / 65.0 }, | 
					
						
							|  |  |  | 	{ 43.0 / 65.0, 27.0 / 65.0, 39.0 / 65.0, 23.0 / 65.0, 42.0 / 65.0, 26.0 / 65.0, 38.0 / 65.0, 22.0 / 65.0 } | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | const float BayerMatrix8[8][8] = | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 }, | 
					
						
							|  |  |  | 	{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 }, | 
					
						
							|  |  |  | 	{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 }, | 
					
						
							|  |  |  | 	{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 }, | 
					
						
							|  |  |  | 	{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 }, | 
					
						
							|  |  |  | 	{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 }, | 
					
						
							|  |  |  | 	{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 }, | 
					
						
							|  |  |  | 	{ 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0 } | 
					
						
							|  |  |  | }; | 
					
						
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