forked from LeenkxTeam/LNXSDK
704 lines
17 KiB
GLSL
704 lines
17 KiB
GLSL
#ifndef _LIGHT_GLSL_
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#define _LIGHT_GLSL_
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#include "compiled.inc"
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#include "std/brdf.glsl"
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#include "std/math.glsl"
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#ifdef _ShadowMap
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#include "std/shadows.glsl"
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#endif
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#ifdef _VoxelShadow
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#include "std/conetrace.glsl"
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#endif
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#ifdef _LTC
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#include "std/ltc.glsl"
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#endif
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#ifdef _LightIES
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#include "std/ies.glsl"
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#endif
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#ifdef _SSRS
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#include "std/ssrs.glsl"
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#endif
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#ifdef _Spot
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#include "std/light_common.glsl"
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#endif
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#ifdef _VoxelShadow
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#include "std/conetrace.glsl"
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#endif
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#ifdef _ShadowMap
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#ifdef _SinglePoint
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#ifdef _Spot
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#ifndef _LTC
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uniform sampler2DShadow shadowMapSpot[1];
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapSpotTransparent[1];
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#endif
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uniform mat4 LWVPSpotArray[1];
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#endif
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#else
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uniform samplerCubeShadow shadowMapPoint[1];
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#ifdef _ShadowMapTransparent
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uniform samplerCube shadowMapPointTransparent[1];
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#endif
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uniform vec2 lightProj;
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#endif
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#endif
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#ifdef _Clusters
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#ifdef _SingleAtlas
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//!uniform sampler2DShadow shadowMapAtlas;
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#ifdef _ShadowMapTransparent
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//!uniform sampler2D shadowMapAtlasTransparent;
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#endif
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#endif
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#ifndef _SinglePoint
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uniform vec2 lightProj;
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#endif
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlasPoint;
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapAtlasPointTransparent;
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#endif
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#endif
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#else
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uniform samplerCubeShadow shadowMapPoint[4];
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#ifdef _ShadowMapTransparent
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uniform samplerCube shadowMapPointTransparent[4];
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#endif
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#endif
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#ifdef _Spot
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#ifdef _ShadowMapAtlas
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#ifndef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlasSpot;
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapAtlasSpotTransparent;
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#endif
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#endif
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#else
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uniform sampler2DShadow shadowMapSpot[4];
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapSpotTransparent[4];
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#endif
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#endif
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uniform mat4 LWVPSpotArray[maxLightsCluster];
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#endif
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#endif
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#endif
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#ifdef _LTC
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uniform vec3 lightArea0;
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uniform vec3 lightArea1;
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uniform vec3 lightArea2;
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uniform vec3 lightArea3;
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uniform sampler2D sltcMat;
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uniform sampler2D sltcMag;
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#ifdef _ShadowMap
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#ifdef _SinglePoint
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uniform sampler2DShadow shadowMapSpot[1];
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#ifdef _ShadowMapTransparent
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uniform sampler2D shadowMapSpotTransparent[1];
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#endif
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uniform mat4 LWVPSpotArray[1];
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#endif
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#endif
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#endif
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vec3 sampleLightCore(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
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const vec3 albedo, const float rough, const float spec, const vec3 f0
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#ifdef _ShadowMap
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, int index, float bias, bool receiveShadow
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#ifdef _ShadowMapTransparent
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, bool transparent
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#endif
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#endif
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#ifdef _Spot
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, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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#endif
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#ifdef _ClearCoat
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, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint, vec3 coatN
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#endif
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#ifdef _Sheen
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, float sheen, float sheenRough, vec3 sheenTint
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#endif
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#ifdef _Anisotropy
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, float anisotropy, float anisoRot, vec3 tangent
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#endif
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#ifdef _SSS
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, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
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#endif
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#ifdef _Transmission
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, float transmission, float transRough, float ior, float thinWall
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#endif
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, out vec3 l_out
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) {
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vec3 ld = lp - p;
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float dist = length(ld);
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vec3 l = ld / dist;
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vec3 h = normalize(v + l);
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float dotNH = max(0.0, dot(n, h));
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float dotVH = max(0.0, dot(v, h));
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float dotNL = max(0.0, dot(n, l));
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#ifdef _VoxelPass
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vec3 direct = vec3(dotNL);
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#else
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#ifdef _LTC
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float theta = acos(dotNV);
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vec2 tuv = vec2(rough, theta / (0.5 * PI));
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tuv = tuv * LUT_SCALE + LUT_BIAS;
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vec4 t = textureLod(sltcMat, tuv, 0.0);
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mat3 invM = mat3(
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vec3(1.0, 0.0, t.y),
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vec3(0.0, t.z, 0.0),
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vec3(t.w, 0.0, t.x));
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float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
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ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
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float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
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vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
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#else
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#ifdef _Anisotropy
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vec3 direct;
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if (abs(anisotropy) > 0.001 && dot(tangent, tangent) > 0.001) {
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vec3 bitangent = normalize(cross(n, tangent));
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direct = lambertDiffuseBRDF(albedo, dotNL) +
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anisotropicBRDF(f0, rough, anisotropy, anisoRot,
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tangent, bitangent, n, l, v, dotNL, dotNV) * spec;
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} else {
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direct = lambertDiffuseBRDF(albedo, dotNL) +
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specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
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}
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#else
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vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
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specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
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#endif
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#endif
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// before attenuate/shadow so everything is properly shadowed in one pass
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#ifdef _ExtBRDF
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float layerWeight;
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direct = applyExtBRDFLayers(direct, albedo, f0, rough,
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dotNL, dotNV, dotNH, dotVH, n, l, v, h
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#ifdef _ClearCoat
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, clearcoat, clearcoatRough, coatIOR, coatTint, coatN
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#endif
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#ifdef _Sheen
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, sheen, sheenRough, sheenTint
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#endif
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#ifdef _Transmission
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, transmission, transRough, ior, thinWall
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#endif
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, layerWeight);
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#endif
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#endif
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direct *= attenuate(dist);
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direct *= min(lightCol, vec3(100.0));
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#ifdef _LTC
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#ifdef _ShadowMap
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if (receiveShadow) {
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#ifdef _SinglePoint
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vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[0],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[0],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#endif
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#ifdef _Clusters
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vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
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#ifdef _ShadowMapAtlas
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tileBounds = tileBoundsSpotArray[index];
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direct *= shadowTest(
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#ifdef _ShadowMapTransparent
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#ifndef _SingleAtlas
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shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
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#else
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#ifndef _SingleAtlas
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shadowMapAtlasSpot
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#else
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shadowMapAtlas
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#endif
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#endif
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, lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#else
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if (index == 0) direct *= shadowTest(shadowMapSpot[0],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[0],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[1],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[2],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[3],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#endif
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#endif
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}
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#endif
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l_out = l;
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return direct;
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#endif
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#ifdef _Spot
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if (isSpot) {
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direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
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#ifdef _ShadowMap
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if (receiveShadow) {
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#ifdef _SinglePoint
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vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[0],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[0],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#endif
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#ifdef _Clusters
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vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
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#ifdef _ShadowMapAtlas
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tileBounds = tileBoundsSpotArray[index];
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direct *= shadowTest(
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#ifdef _ShadowMapTransparent
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#ifndef _SingleAtlas
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shadowMapAtlasSpot, shadowMapAtlasSpotTransparent
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
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#else
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#ifndef _SingleAtlas
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shadowMapAtlasSpot
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#else
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shadowMapAtlas
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#endif
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#endif
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, lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#else
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if (index == 0) direct *= shadowTest(shadowMapSpot[0],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[0],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 1) direct *= shadowTest(shadowMapSpot[1],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[1],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 2) direct *= shadowTest(shadowMapSpot[2],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[2],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 3) direct *= shadowTest(shadowMapSpot[3],
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#ifdef _ShadowMapTransparent
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shadowMapSpotTransparent[3],
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#endif
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lPos.xyz / lPos.w, bias
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#endif
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#endif
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}
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#endif
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l_out = l;
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return direct;
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}
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#endif
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#ifdef _LightIES
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direct *= iesAttenuation(-l);
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#endif
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#ifdef _ShadowMap
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if (receiveShadow) {
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#ifdef _SinglePoint
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#ifndef _Spot
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direct *= PCFCube(shadowMapPoint[0],
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#ifdef _ShadowMapTransparent
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shadowMapPointTransparent[0],
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#endif
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ld, -l, bias, lightProj, n
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#endif
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#endif
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#ifdef _Clusters
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#ifdef _ShadowMapAtlas
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direct *= PCFFakeCube(
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#ifdef _ShadowMapTransparent
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#ifndef _SingleAtlas
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shadowMapAtlasPoint, shadowMapAtlasPointTransparent
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
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#else
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#ifndef _SingleAtlas
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shadowMapAtlasPoint
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#else
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shadowMapAtlas
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#endif
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#endif
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, ld, -l, bias, lightProj, n, index
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#else
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if (index == 0) direct *= PCFCube(shadowMapPoint[0],
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#ifdef _ShadowMapTransparent
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shadowMapPointTransparent[0],
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#endif
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ld, -l, bias, lightProj, n
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 1) direct *= PCFCube(shadowMapPoint[1],
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#ifdef _ShadowMapTransparent
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shadowMapPointTransparent[1],
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#endif
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ld, -l, bias, lightProj, n
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 2) direct *= PCFCube(shadowMapPoint[2],
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#ifdef _ShadowMapTransparent
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shadowMapPointTransparent[2],
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#endif
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ld, -l, bias, lightProj, n
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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else if (index == 3) direct *= PCFCube(shadowMapPoint[3],
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#ifdef _ShadowMapTransparent
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shadowMapPointTransparent[3],
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#endif
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ld, -l, bias, lightProj, n
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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);
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#endif
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#endif
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}
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#endif
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l_out = l;
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return direct;
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}
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vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
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const vec3 albedo, const float rough, const float spec, const vec3 f0
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#ifdef _ShadowMap
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, int index, float bias, bool receiveShadow
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#ifdef _ShadowMapTransparent
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, bool transparent
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#endif
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#endif
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#ifdef _Spot
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, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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#endif
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#ifdef _VoxelShadow
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, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount], vec2 velocity
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#endif
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#ifdef _MicroShadowing
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, float occ
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#endif
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#ifdef _SSRS
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, sampler2D gbufferD, mat4 invVP, vec3 eye
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#endif
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#ifdef _ClearCoat
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, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint, vec3 coatN
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#endif
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#ifdef _Sheen
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, float sheen, float sheenRough, vec3 sheenTint
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#endif
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#ifdef _Anisotropy
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, float anisotropy, float anisoRot, vec3 tangent
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#endif
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#ifdef _SSS
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, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
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#endif
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#ifdef _Transmission
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, float transmission, float transRough, float ior, float thinWall
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#endif
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) {
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vec3 l;
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vec3 direct = sampleLightCore(p, n, v, dotNV, lp, lightCol, albedo, rough, spec, f0
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#ifdef _ShadowMap
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, index, bias, receiveShadow
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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#endif
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#ifdef _Spot
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, isSpot, spotSize, spotBlend, spotDir, scale, right
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#endif
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#ifdef _ClearCoat
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, clearcoat, clearcoatRough, coatIOR, coatTint, coatN
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#endif
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#ifdef _Sheen
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, sheen, sheenRough, sheenTint
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#endif
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#ifdef _Anisotropy
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, anisotropy, anisoRot, tangent
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#endif
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#ifdef _SSS
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, subsurface, sssColor, sssRadius, sssAnisotropy
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#endif
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#ifdef _Transmission
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, transmission, transRough, ior, thinWall
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#endif
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, l);
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float dotNL = max(0.0, dot(n, l));
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#ifdef _MicroShadowing
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direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
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#endif
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#ifdef _SSRS
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direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
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#endif
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#ifdef _VoxelShadow
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vec3 lightDir = l;
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#ifdef _Spot
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if (isSpot)
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lightDir = spotDir;
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#endif
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direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, lightDir, clipmaps, gl_FragCoord.xy, velocity).r) * voxelgiShad;
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#endif
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return direct;
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}
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// Backward-compatible overload for generated shaders that don't pass extended BRDF params
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#ifdef _ExtBRDF
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vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
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const vec3 albedo, const float rough, const float spec, const vec3 f0
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#ifdef _ShadowMap
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, int index, float bias, bool receiveShadow
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#ifdef _ShadowMapTransparent
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, bool transparent
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#endif
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#endif
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#ifdef _Spot
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, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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#endif
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#ifdef _VoxelShadow
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, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount], vec2 velocity
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#endif
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#ifdef _MicroShadowing
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, float occ
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#endif
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#ifdef _SSRS
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, sampler2D gbufferD, mat4 invVP, vec3 eye
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#endif
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) {
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return sampleLight(p, n, v, dotNV, lp, lightCol, albedo, rough, spec, f0
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#ifdef _ShadowMap
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, index, bias, receiveShadow
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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#endif
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#ifdef _Spot
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, isSpot, spotSize, spotBlend, spotDir, scale, right
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#endif
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#ifdef _VoxelShadow
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, voxels, voxelsSDF, clipmaps, velocity
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#endif
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#ifdef _MicroShadowing
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, occ
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#endif
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#ifdef _SSRS
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, gbufferD, invVP, eye
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#endif
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#ifdef _ClearCoat
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, 0.0, 0.0, 1.5, vec3(1.0), n
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#endif
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#ifdef _Sheen
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, 0.0, 0.0, vec3(1.0)
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#endif
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#ifdef _Anisotropy
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, 0.0, 0.0, vec3(0.0)
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#endif
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#ifdef _SSS
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, 0.0, vec3(0.0), vec3(0.0), 0.0
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#endif
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#ifdef _Transmission
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, 0.0, 0.0, 1.45, 1.0
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#endif
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);
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}
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#endif // _ExtBRDF
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#ifdef _VoxelGI
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vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
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const vec3 albedo, const float rough, const float spec, const vec3 f0
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#ifdef _ShadowMap
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, int index, float bias, bool receiveShadow
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#ifdef _ShadowMapTransparent
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, bool transparent
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#endif
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#endif
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#ifdef _Spot
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, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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#endif
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#ifdef _ClearCoat
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, float clearcoat, float clearcoatRough, float coatIOR, vec3 coatTint, vec3 coatN
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#endif
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#ifdef _Sheen
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, float sheen, float sheenRough, vec3 sheenTint
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#endif
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#ifdef _Anisotropy
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, float anisotropy, float anisoRot, vec3 tangent
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#endif
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#ifdef _SSS
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, float subsurface, vec3 sssColor, vec3 sssRadius, float sssAnisotropy
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#endif
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#ifdef _Transmission
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, float transmission, float transRough, float ior, float thinWall
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#endif
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) {
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vec3 l;
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return sampleLightCore(p, n, v, dotNV, lp, lightCol, albedo, rough, spec, f0
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#ifdef _ShadowMap
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, index, bias, receiveShadow
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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#endif
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#ifdef _Spot
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, isSpot, spotSize, spotBlend, spotDir, scale, right
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#endif
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#ifdef _ClearCoat
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, clearcoat, clearcoatRough, coatIOR, coatTint, coatN
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#endif
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#ifdef _Sheen
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, sheen, sheenRough, sheenTint
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#endif
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#ifdef _Anisotropy
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, anisotropy, anisoRot, tangent
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#endif
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#ifdef _SSS
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, subsurface, sssColor, sssRadius, sssAnisotropy
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#endif
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#ifdef _Transmission
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, transmission, transRough, ior, thinWall
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#endif
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, l);
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}
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// Backward-compatible overload for generated shaders that don't pass extended BRDF params
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#ifdef _ExtBRDF
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vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
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const vec3 albedo, const float rough, const float spec, const vec3 f0
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#ifdef _ShadowMap
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, int index, float bias, bool receiveShadow
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#ifdef _ShadowMapTransparent
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, bool transparent
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#endif
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#endif
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#ifdef _Spot
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, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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#endif
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) {
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vec3 l;
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return sampleLightCore(p, n, v, dotNV, lp, lightCol, albedo, rough, spec, f0
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#ifdef _ShadowMap
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, index, bias, receiveShadow
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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#endif
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#ifdef _Spot
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, isSpot, spotSize, spotBlend, spotDir, scale, right
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#endif
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#ifdef _ClearCoat
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, 0.0, 0.0, 1.5, vec3(1.0), n
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#endif
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#ifdef _Sheen
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, 0.0, 0.0, vec3(1.0)
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#endif
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#ifdef _Anisotropy
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, 0.0, 0.0, vec3(0.0)
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#endif
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#ifdef _SSS
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, 0.0, vec3(0.0), vec3(0.0), 0.0
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#endif
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#ifdef _Transmission
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, 0.0, 0.0, 1.45, 1.0
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#endif
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, l);
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}
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#endif // _ExtBRDF
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#endif
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#endif
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