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Remove low_end option from renderer, being replaced by separate implementation
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@@ -1735,8 +1735,6 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
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#ifndef MODE_RENDER_DEPTH
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#ifndef LOW_END_MODE
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vec4 volumetric_fog_process(vec2 screen_uv, float z) {
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vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
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if (fog_pos.z < 0.0) {
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@@ -1747,7 +1745,6 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
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return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
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}
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#endif
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vec4 fog_process(vec3 vertex) {
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vec3 fog_color = scene_data.fog_light_color;
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@@ -2019,7 +2016,6 @@ FRAGMENT_SHADER_CODE
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fog = fog_process(vertex);
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}
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#ifndef LOW_END_MODE
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if (scene_data.volumetric_fog_enabled) {
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vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
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if (scene_data.fog_enabled) {
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@@ -2037,7 +2033,6 @@ FRAGMENT_SHADER_CODE
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fog = volumetric_fog;
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}
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}
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#endif //!LOW_END_MODE
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#endif //!CUSTOM_FOG_USED
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uint fog_rg = packHalf2x16(fog.rg);
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@@ -2377,7 +2372,7 @@ FRAGMENT_SHADER_CODE
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specular_light = spec_accum.rgb;
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ambient_light = amb_accum.rgb;
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}
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#elif !defined(LOW_END_MODE)
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#else
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if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
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@@ -2412,13 +2407,11 @@ FRAGMENT_SHADER_CODE
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}
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#endif
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#ifndef LOW_END_MODE
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if (scene_data.ssao_enabled) {
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float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
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ao = min(ao, ssao);
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ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
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}
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#endif //LOW_END_MODE
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{ // process reflections
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@@ -122,8 +122,6 @@ layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableDat
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}
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global_variables;
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#ifndef LOW_END_MODE
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struct SDFGIProbeCascadeData {
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vec3 position;
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float to_probe;
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@@ -159,8 +157,6 @@ layout(set = 0, binding = 13, std140) uniform SDFGI {
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}
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sdfgi;
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#endif //LOW_END_MODE
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/* Set 2: Render Pass (changes per render pass) */
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layout(set = 1, binding = 0, std140) uniform SceneData {
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@@ -280,9 +276,7 @@ layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
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layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
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#ifndef LOW_END_MOD
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layout(set = 1, binding = 7) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
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#endif
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layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer {
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uint data[];
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@@ -306,8 +300,6 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
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layout(set = 1, binding = 9) uniform texture2D depth_buffer;
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layout(set = 1, binding = 10) uniform texture2D color_buffer;
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#ifndef LOW_END_MODE
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layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
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layout(set = 1, binding = 12) uniform texture2D ao_buffer;
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layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
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@@ -338,8 +330,6 @@ gi_probes;
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layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
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#endif // LOW_END_MODE
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#endif
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/* Set 2 Skeleton & Instancing (can change per item) */
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