forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl
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@ -20,7 +20,7 @@ uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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#ifdef _gbuffer2
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uniform sampler2D gbuffer2;
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//!uniform sampler2D gbuffer2;
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#endif
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#ifdef _EmissionShaded
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uniform sampler2D gbufferEmission;
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@ -286,7 +286,7 @@ void main() {
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#ifdef _VoxelGI
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vec4 indirect_diffuse = textureLod(voxels_diffuse, texCoord, 0.0);
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fragColor.rgb = (indirect_diffuse.rgb * albedo + envl.rgb * (1.0 - indirect_diffuse.a)) * voxelgiDiff;
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fragColor.rgb = (indirect_diffuse.rgb + envl.rgb * (1.0 - indirect_diffuse.a)) * albedo * voxelgiDiff;
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if(roughness < 1.0 && occspec.y > 0.0)
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fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
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#endif
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@ -380,7 +380,7 @@ void main() {
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#endif
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#ifdef _VoxelShadow
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svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
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svisibility *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, sunDir, clipmaps, gl_FragCoord.xy, g2.rg).r) * voxelgiShad;
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#endif
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#ifdef _SSRS
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