forked from LeenkxTeam/LNXSDK
Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl
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@ -240,8 +240,9 @@ void main() {
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vec3 F = f0 * envBRDF.x + envBRDF.y;
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#endif
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#ifndef _VoxelGI
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#ifndef _VoxelAOvar
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#ifndef _VoxelGI
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// Envmap
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#ifdef _Irr
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@ -299,10 +300,11 @@ void main() {
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fragColor.rgb = textureLod(voxels_diffuse, texCoord, 0.0).rgb * 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 * F * voxelgiRefl;
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#endif
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#else
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#ifdef _VoxelAOvar
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fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc;
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#endif
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#endif
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// Show voxels
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