forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/std/light.glsl
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@ -22,6 +22,9 @@
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#ifdef _Spot
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#include "std/light_common.glsl"
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#endif
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#ifdef _VoxelShadow
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#include "std/conetrace.glsl"
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#endif
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#ifdef _ShadowMap
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#ifdef _SinglePoint
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@ -308,7 +311,7 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
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direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], 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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vec4 lPos = LWVPSpot[index] * vec4(p + n * bias * 10, 1.0);
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#ifdef _ShadowMapAtlas
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direct *= shadowTest(
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#ifndef _SingleAtlas
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