Shader include fixes
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@ -1,8 +1,8 @@
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// DoF with bokeh GLSL shader by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com)
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// Creative Commons Attribution 3.0 Unported License
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#include "../compiled.glsl"
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#include "math.glsl"
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#include "compiled.glsl"
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#include "std/math.glsl"
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// const float compoDOFDistance = 10.0; // Focal distance value in meters
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// const float compoDOFLength = 160.0; // Focal length in mm 18-200
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@ -1,8 +1,6 @@
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#ifndef _GBUFFER_GLSL_
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#define _GBUFFER_GLSL_
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#include "../compiled.glsl"
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vec2 octahedronWrap(const vec2 v) {
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return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0));
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}
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@ -1,4 +1,4 @@
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#include "../compiled.glsl"
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#include "compiled.glsl"
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uniform sampler2D shadowMap;
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uniform samplerCube shadowMapCube;
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@ -1,4 +1,4 @@
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#include "gbuffer.glsl"
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#include "std/gbuffer.glsl"
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uniform mat4 VP;
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@ -1,6 +1,4 @@
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#include "../compiled.glsl"
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// Separable SSS Transmittance Function, ref to sss_pass
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vec3 SSSSTransmittance(mat4 LWVP, vec3 p, vec3 n, vec3 l, float lightFar, sampler2D shadowMap) {
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const float translucency = 1.0;
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@ -41,7 +41,7 @@ def build():
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compo_depth = False
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if wrd.arm_tonemap != 'Off':
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wrd.compo_defs = '_CTone' + wrd.arm_tonemap
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if rpdat.rp_antialiasing != 'Off':
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if rpdat.rp_antialiasing == 'FXAA':
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wrd.compo_defs += '_CFXAA'
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if wrd.arm_letterbox:
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wrd.compo_defs += '_CLetterbox'
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