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SceneShader compiling
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@@ -50,34 +50,4 @@ struct ReflectionData {
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// notes: for ambientblend, use distance to edge to blend between already existing global environment
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};
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struct DirectionalLightData {
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mediump vec3 direction;
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mediump float energy;
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mediump vec3 color;
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mediump float size;
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mediump float specular;
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uint mask;
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highp float softshadow_angle;
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highp float soft_shadow_scale;
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bool blend_splits;
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bool shadow_enabled;
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highp float fade_from;
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highp float fade_to;
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uvec2 pad;
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uint bake_mode;
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mediump float shadow_volumetric_fog_fade;
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highp vec4 shadow_bias;
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highp vec4 shadow_normal_bias;
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highp vec4 shadow_transmittance_bias;
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highp vec4 shadow_z_range;
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highp vec4 shadow_range_begin;
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highp vec4 shadow_split_offsets;
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highp mat4 shadow_matrix1;
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highp mat4 shadow_matrix2;
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highp mat4 shadow_matrix3;
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highp mat4 shadow_matrix4;
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highp vec2 uv_scale1;
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highp vec2 uv_scale2;
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highp vec2 uv_scale3;
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highp vec2 uv_scale4;
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};
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uv_scale1
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