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@ -135,7 +135,7 @@ void main() {
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fragColor[0] = vec4(n.xy, packFloat(metalness, roughness), mask_probe);
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#else
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// fragColor[0] = vec4(n.xy, packFloat(metalness, roughness), mask);
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// TODO: Can not read and write to depth buffer at once, fetch depth from g0
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// TODO: Can not read and test depth buffer at once, fetch depth from g0
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fragColor[0] = vec4(n.xy, packFloat(metalness, roughness), 1.0 - gl_FragCoord.z);
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#endif
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fragColor[1] = vec4(baseColor.rgb, occ);
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@ -103,7 +103,7 @@ void main() {
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vec4 g1 = texture(gbuffer1, texCoord); // Basecolor.rgb, occlusion
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// 0 - 1 => -1 - 1
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// float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0;
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// TODO: Can not read and write to depth buffer at once, fetch depth from g0
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// TODO: Can not read and test depth buffer at once, fetch depth from g0
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float depth = (1.0 - g0.a) * 2.0 - 1.0;
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vec3 n;
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