forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/std/constants.glsl
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@ -21,27 +21,26 @@ 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;
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const vec3 DIFFUSE_CONE_DIRECTIONS[16] = {
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vec3( 0.000000, 0.000000, 1.000000),
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vec3( 0.525731, 0.000000, 0.850651),
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vec3(-0.525731, 0.000000, 0.850651),
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vec3( 0.000000, 0.525731, 0.850651),
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vec3( 0.000000, -0.525731, 0.850651),
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vec3( 0.309017, 0.809017, 0.500000),
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vec3(-0.309017, 0.809017, 0.500000),
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vec3( 0.309017, -0.809017, 0.500000),
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vec3(-0.309017, -0.809017, 0.500000),
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vec3( 0.809017, 0.309017, 0.500000),
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vec3( 0.809017, -0.309017, 0.500000),
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vec3(-0.809017, 0.309017, 0.500000),
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vec3(-0.809017, -0.309017, 0.500000),
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vec3( 0.000000, 0.000000, -1.000000),
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vec3( 0.525731, 0.000000, -0.850651),
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vec3(-0.525731, 0.000000, -0.850651)
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};
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const float DIFFUSE_CONE_APERTURE = radians(45.0);
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const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
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vec3( 0.0000, 0.0000, 1.0000), // top (zenith)
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vec3( 0.5257, 0.0000, 0.8506),
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vec3(-0.5257, 0.0000, 0.8506),
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vec3( 0.0000, 0.5257, 0.8506),
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vec3( 0.0000, -0.5257, 0.8506),
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vec3( 0.3717, 0.3717, 0.8506),
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vec3(-0.3717, 0.3717, 0.8506),
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vec3( 0.3717, -0.3717, 0.8506),
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vec3(-0.3717, -0.3717, 0.8506),
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vec3( 0.6300, 0.2706, 0.7274),
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vec3(-0.6300, 0.2706, 0.7274),
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vec3( 0.6300, -0.2706, 0.7274),
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vec3(-0.6300, -0.2706, 0.7274),
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vec3( 0.2706, 0.6300, 0.7274),
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vec3(-0.2706, 0.6300, 0.7274),
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vec3( 0.2706, -0.6300, 0.7274)
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);
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const float BayerMatrix8[8][8] =
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