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		| @ -97,9 +97,9 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori | ||||
|  | ||||
| 	vec3 aniso_direction = -dir; | ||||
| 	vec3 face_offset = vec3( | ||||
| 		aniso_direction.x > 0.0 ? 0 : 1, | ||||
| 		aniso_direction.y > 0.0 ? 2 : 3, | ||||
| 		aniso_direction.z > 0.0 ? 4 : 5 | ||||
| 		aniso_direction.x > 0.0 ? 0.0 : 1.0, | ||||
| 		aniso_direction.y > 0.0 ? 2.0 : 3.0, | ||||
| 		aniso_direction.z > 0.0 ? 4.0 : 5.0 | ||||
| 	) / (6 + DIFFUSE_CONE_COUNT); | ||||
| 	vec3 direction_weight = abs(dir); | ||||
|  | ||||
| @ -202,9 +202,9 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const | ||||
|  | ||||
| 	vec3 aniso_direction = -dir; | ||||
| 	vec3 face_offset = vec3( | ||||
| 		aniso_direction.x > 0.0 ? 0 : 1, | ||||
| 		aniso_direction.y > 0.0 ? 2 : 3, | ||||
| 		aniso_direction.z > 0.0 ? 4 : 5 | ||||
| 		aniso_direction.x > 0.0 ? 0.0 : 1.0, | ||||
| 		aniso_direction.y > 0.0 ? 2.0 : 3.0, | ||||
| 		aniso_direction.z > 0.0 ? 4.0 : 5.0 | ||||
| 	) / (6 + DIFFUSE_CONE_COUNT); | ||||
| 	vec3 direction_weight = abs(dir); | ||||
|  | ||||
| @ -272,9 +272,9 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v | ||||
|  | ||||
| 	vec3 aniso_direction = -dir; | ||||
| 	vec3 face_offset = vec3( | ||||
| 		aniso_direction.x > 0.0 ? 0 : 1, | ||||
| 		aniso_direction.y > 0.0 ? 2 : 3, | ||||
| 		aniso_direction.z > 0.0 ? 4 : 5 | ||||
| 		aniso_direction.x > 0.0 ? 0.0 : 1.0, | ||||
| 		aniso_direction.y > 0.0 ? 2.0 : 3.0, | ||||
| 		aniso_direction.z > 0.0 ? 4.0 : 5.0 | ||||
| 	) / (6 + DIFFUSE_CONE_COUNT); | ||||
| 	vec3 direction_weight = abs(dir); | ||||
| 	float coneCoefficient = 2.0 * tan(aperture * 0.5); | ||||
|  | ||||
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