215 lines
5.6 KiB
GLSL
215 lines
5.6 KiB
GLSL
#ifndef _LIGHT_GLSL_
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#define _LIGHT_GLSL_
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#include "compiled.inc"
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#include "std/brdf.glsl"
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#include "std/math.glsl"
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#ifdef _ShadowMap
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#include "std/shadows.glsl"
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#endif
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#ifdef _VoxelAOvar
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#include "std/conetrace.glsl"
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#endif
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#ifdef _LTC
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#include "std/ltc.glsl"
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#endif
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#ifdef _LightIES
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#include "std/ies.glsl"
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#endif
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#ifdef _SSRS
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#include "std/ssrs.glsl"
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#endif
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#ifdef _ShadowMap
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#ifdef _SinglePoint
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#ifdef _Spot
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uniform sampler2DShadow shadowMapSpot[1];
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uniform mat4 LWVPSpot0;
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#else
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uniform samplerCubeShadow shadowMapPoint[1];
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uniform vec2 lightProj;
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#endif
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#endif
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#ifdef _Clusters
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uniform samplerCubeShadow shadowMapPoint[4];
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uniform vec2 lightProj;
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#ifdef _Spot
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uniform sampler2DShadow shadowMapSpot[4];
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uniform mat4 LWVPSpot0;
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uniform mat4 LWVPSpot1;
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uniform mat4 LWVPSpot2;
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uniform mat4 LWVPSpot3;
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#endif
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#endif
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#endif
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#ifdef _LTC
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uniform vec3 lightArea0;
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uniform vec3 lightArea1;
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uniform vec3 lightArea2;
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uniform vec3 lightArea3;
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uniform sampler2D sltcMat;
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uniform sampler2D sltcMag;
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#ifdef _ShadowMap
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#ifndef _Spot
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#ifdef _SinglePoint
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uniform sampler2DShadow shadowMapSpot[1];
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uniform mat4 LWVPSpot0;
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#endif
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#ifdef _Clusters
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uniform sampler2DShadow shadowMapSpot[4];
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uniform mat4 LWVPSpot0;
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uniform mat4 LWVPSpot1;
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uniform mat4 LWVPSpot2;
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uniform mat4 LWVPSpot3;
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#endif
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#endif
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#endif
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#endif
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vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
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const vec3 albedo, const float rough, const float spec, const vec3 f0
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#ifdef _ShadowMap
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, int index, float bias
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#endif
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#ifdef _Spot
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, bool isSpot, float spotA, float spotB, vec3 spotDir
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#endif
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#ifdef _VoxelAOvar
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#ifdef _VoxelShadow
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, sampler3D voxels, vec3 voxpos
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#endif
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#endif
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#ifdef _MicroShadowing
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, float occ
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#endif
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#ifdef _SSRS
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, sampler2D gbufferD, mat4 invVP, vec3 eye
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#endif
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) {
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vec3 ld = lp - p;
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vec3 l = normalize(ld);
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vec3 h = normalize(v + l);
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float dotNH = dot(n, h);
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float dotVH = dot(v, h);
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float dotNL = dot(n, l);
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#ifdef _LTC
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float theta = acos(dotNV);
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vec2 tuv = vec2(rough, theta / (0.5 * PI));
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tuv = tuv * LUT_SCALE + LUT_BIAS;
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vec4 t = textureLod(sltcMat, tuv, 0.0);
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mat3 invM = mat3(
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vec3(1.0, 0.0, t.y),
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vec3(0.0, t.z, 0.0),
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vec3(t.w, 0.0, t.x));
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float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
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ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
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float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
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vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
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#else
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vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
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specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
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#endif
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direct *= attenuate(distance(p, lp));
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direct *= lightCol;
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#ifdef _MicroShadowing
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direct *= dotNL + 2.0 * occ * occ - 1.0;
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#endif
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#ifdef _SSRS
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direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
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#endif
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#ifdef _VoxelAOvar
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#ifdef _VoxelShadow
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direct *= 1.0 - traceShadow(voxels, voxpos, l);
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#endif
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#endif
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#ifdef _LTC
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#ifdef _ShadowMap
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#ifdef _SinglePoint
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vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias);
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#endif
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#ifdef _Clusters
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if (index == 0) {
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vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias);
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}
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else if (index == 1) {
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vec4 lPos = LWVPSpot1 * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[1], lPos.xyz / lPos.w, bias);
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}
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else if (index == 2) {
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vec4 lPos = LWVPSpot2 * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[2], lPos.xyz / lPos.w, bias);
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}
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else if (index == 3) {
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vec4 lPos = LWVPSpot3 * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[3], lPos.xyz / lPos.w, bias);
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}
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#endif
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#endif
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return direct;
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#endif
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#ifdef _Spot
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if (isSpot) {
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float spotEffect = dot(spotDir, l); // lightDir
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// x - cutoff, y - cutoff - exponent
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if (spotEffect < spotA) {
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direct *= smoothstep(spotB, spotA, spotEffect);
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}
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#ifdef _ShadowMap
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#ifdef _SinglePoint
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vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias);
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#endif
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#ifdef _Clusters
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if (index == 0) {
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vec4 lPos = LWVPSpot0 * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias);
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}
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else if (index == 1) {
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vec4 lPos = LWVPSpot1 * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[1], lPos.xyz / lPos.w, bias);
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}
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else if (index == 2) {
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vec4 lPos = LWVPSpot2 * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[2], lPos.xyz / lPos.w, bias);
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}
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else if (index == 3) {
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vec4 lPos = LWVPSpot3 * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[3], lPos.xyz / lPos.w, bias);
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}
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#endif
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#endif
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return direct;
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}
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#endif
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#ifdef _LightIES
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direct *= iesAttenuation(-l);
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#endif
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#ifdef _ShadowMap
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#ifdef _SinglePoint
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#ifndef _Spot
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direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n);
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#endif
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#endif
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#ifdef _Clusters
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if (index == 0) direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n);
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else if (index == 1) direct *= PCFCube(shadowMapPoint[1], ld, -l, bias, lightProj, n);
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else if (index == 2) direct *= PCFCube(shadowMapPoint[2], ld, -l, bias, lightProj, n);
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else if (index == 3) direct *= PCFCube(shadowMapPoint[3], ld, -l, bias, lightProj, n);
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#endif
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#endif
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return direct;
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}
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#endif
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