Normalize
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@ -35,9 +35,9 @@ void main() {
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vec3 wposition = ((gl_GlobalInvocationID.xyz - hres) / hres) * voxelgiHalfExtents;
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uint unor = imageLoad(voxelsNor, ivec3(gl_GlobalInvocationID.xyz)).r;
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vec3 wnormal = decNor(unor);
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vec3 wnormal = decNor(unor); // todo: normalize here
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wposition -= wnormal * 0.01; // Offset
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wposition -= normalize(wnormal) * 0.01; // Offset
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float visibility;
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vec3 lp = lightPos - wposition;
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@ -532,7 +532,7 @@ class ArmRPListItem(bpy.types.PropertyGroup):
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arm_voxelgi_env = FloatProperty(name="Env Map", description="Contribute light from environment map", default=0.0, update=assets.invalidate_shader_cache)
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arm_voxelgi_step = FloatProperty(name="Step", description="Step size", default=1.0, update=assets.invalidate_shader_cache)
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arm_voxelgi_offset = FloatProperty(name="Offset", description="Ray offset", default=1.0, update=assets.invalidate_shader_cache)
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arm_voxelgi_range = FloatProperty(name="Range", description="Maximum range", default=0.5, update=assets.invalidate_shader_cache)
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arm_voxelgi_range = FloatProperty(name="Range", description="Maximum range", default=2.0, update=assets.invalidate_shader_cache)
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arm_sss_width = FloatProperty(name="Width", description="SSS blur strength", default=1.0, update=assets.invalidate_shader_cache)
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arm_clouds_density = FloatProperty(name="Density", default=1.0, min=0.0, max=10.0, update=assets.invalidate_shader_cache)
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arm_clouds_size = FloatProperty(name="Size", default=1.0, min=0.0, max=10.0, update=assets.invalidate_shader_cache)
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