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Replace BRDF approximation with a DFG LUT
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@@ -1705,7 +1705,8 @@ void main() {
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light_compute(normal, directional_lights.data[i].direction, view, size_A,
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directional_lights.data[i].color * directional_lights.data[i].energy * tint,
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true, shadow, f0, orms, directional_lights.data[i].specular, albedo, alpha, screen_uv,
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true, shadow, f0, orms, directional_lights.data[i].specular, albedo, alpha,
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screen_uv, vec3(1.0),
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -1736,7 +1737,7 @@ void main() {
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uvec2 omni_indices = instances.data[draw_call.instance_index].omni_lights;
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for (uint i = 0; i < sc_omni_lights(); i++) {
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uint light_index = (i > 3) ? ((omni_indices.y >> ((i - 4) * 8)) & 0xFF) : ((omni_indices.x >> (i * 8)) & 0xFF);
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light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, scene_data.taa_frame_count, albedo, alpha, screen_uv,
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light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, scene_data.taa_frame_count, albedo, alpha, screen_uv, vec3(1.0),
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -1764,7 +1765,7 @@ void main() {
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uvec2 spot_indices = instances.data[draw_call.instance_index].spot_lights;
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for (uint i = 0; i < sc_spot_lights(); i++) {
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uint light_index = (i > 3) ? ((spot_indices.y >> ((i - 4) * 8)) & 0xFF) : ((spot_indices.x >> (i * 8)) & 0xFF);
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light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, scene_data.taa_frame_count, albedo, alpha, screen_uv,
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light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, scene_data.taa_frame_count, albedo, alpha, screen_uv, vec3(1.0),
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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