Fix material id access in deferred light
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@ -259,7 +259,7 @@ void main() {
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#endif
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#ifdef _Emission
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if (g0.a == 1.0) {
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if (matid == 1) {
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fragColor.rgb += g1.rgb; // materialid
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albedo = vec3(0.0);
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}
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@ -320,7 +320,7 @@ void main() {
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fragColor.rgb += sdirect * svisibility * sunCol;
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// #ifdef _Hair // Aniso
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// if (g0.a == 2.0) {
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// if (matid == 2) {
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// const float shinyParallel = roughness;
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// const float shinyPerpendicular = 0.1;
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// const vec3 v = vec3(0.99146, 0.11664, 0.05832);
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@ -330,7 +330,7 @@ void main() {
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// #endif
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#ifdef _SSS
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if (g0.a == 2.0) {
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if (matid == 2) {
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#ifdef _CSM
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int casi, casindex;
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mat4 LWVP = getCascadeMat(distance(eye, p), casi, casindex);
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@ -366,7 +366,7 @@ void main() {
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#ifdef _Spot
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#ifdef _SSS
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if (g0.a == 2.0) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot0, p, n, normalize(pointPos - p), lightPlane.y, shadowMapSpot[0]);
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if (matid == 2) fragColor.rgb += fragColor.rgb * SSSSTransmittance(LWVPSpot0, p, n, normalize(pointPos - p), lightPlane.y, shadowMapSpot[0]);
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#endif
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#endif
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