forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/std/conetrace.glsl
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@ -97,9 +97,9 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
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vec3 aniso_direction = -dir;
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vec3 face_offset = vec3(
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aniso_direction.x > 0.0 ? 0 : 1,
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aniso_direction.y > 0.0 ? 2 : 3,
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aniso_direction.z > 0.0 ? 4 : 5
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aniso_direction.x > 0.0 ? 0.0 : 1.0,
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aniso_direction.y > 0.0 ? 2.0 : 3.0,
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aniso_direction.z > 0.0 ? 4.0 : 5.0
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) / (6 + DIFFUSE_CONE_COUNT);
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vec3 direction_weight = abs(dir);
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@ -201,9 +201,9 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
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vec3 aniso_direction = -dir;
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vec3 face_offset = vec3(
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aniso_direction.x > 0.0 ? 0 : 1,
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aniso_direction.y > 0.0 ? 2 : 3,
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aniso_direction.z > 0.0 ? 4 : 5
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aniso_direction.x > 0.0 ? 0.0 : 1.0,
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aniso_direction.y > 0.0 ? 2.0 : 3.0,
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aniso_direction.z > 0.0 ? 4.0 : 5.0
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) / (6 + DIFFUSE_CONE_COUNT);
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vec3 direction_weight = abs(dir);
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@ -272,9 +272,9 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
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vec3 aniso_direction = -dir;
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vec3 face_offset = vec3(
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aniso_direction.x > 0.0 ? 0 : 1,
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aniso_direction.y > 0.0 ? 2 : 3,
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aniso_direction.z > 0.0 ? 4 : 5
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aniso_direction.x > 0.0 ? 0.0 : 1.0,
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aniso_direction.y > 0.0 ? 2.0 : 3.0,
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aniso_direction.z > 0.0 ? 4.0 : 5.0
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) / (6 + DIFFUSE_CONE_COUNT);
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vec3 direction_weight = abs(dir);
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float coneCoefficient = 2.0 * tan(aperture * 0.5);
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