forked from LeenkxTeam/LNXSDK
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@ -137,7 +137,7 @@ void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatter
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visibility *= spotlightMask(normalize(pointPos - curPos), spotDir, spotRight, spotData.zw, spotData.x, spotData.y);
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#else
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vec3 ld = pointPos - curPos;
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visibility = PCFCube(shadowMapPoint[0], ld, -normalize(ld), pointBias, lightProj, vec3(0.0));
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visibility = PCFCube(shadowMapPoint[0], ld, -normalize(ld), pointBias, lightProj, vec3(0.0)).x;
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#endif
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#endif
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@ -96,7 +96,7 @@ void main() {
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wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
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float visibility;
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vec3 lp = lightPos -wposition;
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vec3 lp = lightPos - wposition;
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vec3 l;
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if (lightType == 0) { l = lightDir; visibility = 1.0; }
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else { l = normalize(lp); visibility = attenuate(distance(wposition, lightPos)); }
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@ -105,7 +105,7 @@ void main() {
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if (lightShadow == 1) {
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vec4 lightPosition = LVP * vec4(wposition, 1.0);
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vec3 lPos = lightPosition.xyz / lightPosition.w;
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visibility = texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
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visibility *= texture(shadowMap, vec3(lPos.xy, lPos.z - shadowsBias)).r;
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}
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else if (lightShadow == 2) {
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vec4 lightPosition = LVP * vec4(wposition, 1.0);
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@ -129,7 +129,8 @@ void main() {
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}
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#endif
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imageAtomicAdd(voxelsLight, dst, uint(visibility * lightColor.r * 255));
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imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(visibility * lightColor.g * 255));
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imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(visibility * lightColor.b * 255));
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vec3 light = visibility * lightColor;
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imageAtomicAdd(voxelsLight, dst, uint(light.r * 255));
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imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x), uint(light.g * 255));
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imageAtomicAdd(voxelsLight, dst + ivec3(0, 0, voxelgiResolution.x * 2), uint(light.b * 255));
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}
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@ -74,9 +74,13 @@ void main() {
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#endif
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#endif
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int nor_count = 0;
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vec3 avgNormal = vec3(0.0);
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mat3 TBN = mat3(0.0);
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#ifdef _VoxelGI
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vec3 light = vec3(0.0);
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light.r = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz)).r) / 255;
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light.g = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz) + ivec3(0, 0, voxelgiResolution.x)).r) / 255;
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light.b = float(imageLoad(voxelsLight, ivec3(gl_GlobalInvocationID.xyz) + ivec3(0, 0, voxelgiResolution.x * 2)).r) / 255;
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light /= 3;
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#endif
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for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
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{
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@ -99,67 +103,46 @@ void main() {
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if (i < 6) {
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#ifdef _VoxelGI
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int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15)));
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if (count > 0) {
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vec4 basecol = vec4(0.0);
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basecol.r = float(imageLoad(voxels, src)) / 255;
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basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
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basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
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basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
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basecol /= count;
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vec3 emission = vec3(0.0);
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emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
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emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
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emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
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emission /= count;
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vec3 N = vec3(0.0);
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N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
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N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
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N /= count;
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N = decode_oct(N.rg * 2.0 - 1.0);
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vec4 basecol = vec4(0.0);
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basecol.r = float(imageLoad(voxels, src)) / 255;
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basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255;
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basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255;
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basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255;
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basecol /= 4;
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vec3 emission = vec3(0.0);
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emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255;
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emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255;
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emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255;
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emission /= 3;
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vec3 N = vec3(0.0);
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N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255;
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N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
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N /= 2;
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vec3 wnormal = decode_oct(N.rg * 2 - 1);
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vec3 envl = vec3(0.0);
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envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
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envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
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envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
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envl /= 3;
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#ifdef _HOSEK
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envl *= 100;
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#endif
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if (abs(N.x) > 0)
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avgNormal.x += N.x;
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if (abs(N.y) > 0)
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avgNormal.y += N.y;
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if (abs(N.z) > 0)
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avgNormal.z += N.z;
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if (i == 5)
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{
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avgNormal = normalize(avgNormal);
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TBN = makeTangentBasis(avgNormal);
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}
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//clipmap to world
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vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
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wposition = wposition * 2.0 - 1.0;
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wposition *= float(clipmaps[int(clipmapLevel * 10)]);
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wposition *= voxelgiResolution.x;
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wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
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vec3 envl = vec3(0.0);
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envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
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envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255;
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envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255;
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envl /= count;
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vec3 light = vec3(0.0);
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light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255;
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light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255;
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light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255;
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light /= count;
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radiance = basecol;
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vec4 trace = traceDiffuse(wposition, wnormal, voxelsSampler, clipmaps);
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vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
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radiance.rgb *= light.rgb + indirect.rgb;
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radiance.rgb += emission.rgb;
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//clipmap to world
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vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x;
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wposition = wposition * 2.0 - 1.0;
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wposition *= float(clipmaps[int(clipmapLevel * 10)]);
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wposition *= voxelgiResolution.x;
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wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]);
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radiance = basecol;
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vec4 trace = traceDiffuse(wposition, N, voxelsSampler, clipmaps);
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vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a);
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radiance.rgb *= light + indirect;
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radiance.rgb += emission.rgb;
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}
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#else
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int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x)));
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if (count > 0) {
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opac = float(imageLoad(voxels, src)) / 255;
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opac /= count;
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}
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opac = float(imageLoad(voxels, src)) / 255;
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#endif
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#ifdef _VoxelGI
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@ -213,7 +196,7 @@ void main() {
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}
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else {
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// precompute cone sampling:
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vec3 coneDirection = TBN * DIFFUSE_CONE_DIRECTIONS[i - 6];
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vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6];
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vec3 aniso_direction = -coneDirection;
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uvec3 face_offsets = uvec3(
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aniso_direction.x > 0 ? 0 : 1,
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