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@@ -165,10 +165,8 @@ uniform int spot_light_count;
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out vec4 diffuse_light_interp;
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out vec4 diffuse_light_interp;
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out vec4 specular_light_interp;
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out vec4 specular_light_interp;
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void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) {
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void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) {
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float NdotL = dot(N, L);
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float NdotL = dot(N, L);
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float cNdotL = max(NdotL, 0.0); // clamped NdotL
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float cNdotL = max(NdotL, 0.0); // clamped NdotL
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float NdotV = dot(N, V);
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float NdotV = dot(N, V);
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@@ -225,8 +223,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, in
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specular += specular_brdf_NL * light_color * (1.0 / M_PI);
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specular += specular_brdf_NL * light_color * (1.0 / M_PI);
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}
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}
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}
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}
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void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
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void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
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