forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/std/light.glsl
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@ -9,7 +9,11 @@
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#endif
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#ifdef _VoxelShadow
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#include "std/conetrace.glsl"
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//!uniform sampler2D voxels_shadows;
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uniform sampler2D gbuffer2;
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#else
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#ifdef _VoxelGI
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uniform sampler2D gbuffer2;
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#endif
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#endif
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#ifdef _LTC
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#include "std/ltc.glsl"
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@ -146,7 +150,8 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
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#endif
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#ifdef _VoxelShadow
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direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, l, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
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vec4 g2 = textureLod(gbuffer2, gl_FragCoord.xy, 0.0);
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direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, l, clipmaps, gl_FragCoord.xy, g2.rg).r) * voxelgiShad;
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#endif
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#ifdef _LTC
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