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@@ -1310,6 +1310,8 @@ void fragment_shader(in SceneData scene_data) {
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#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
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+#ifndef AMBIENT_LIGHT_DISABLED
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+
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if (scene_data.use_reflection_cubemap) {
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#ifdef LIGHT_ANISOTROPY_USED
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// https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
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@@ -1397,14 +1399,15 @@ void fragment_shader(in SceneData scene_data) {
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#endif //USE_RADIANCE_CUBEMAP_ARRAY
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specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
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}
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-#endif
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+#endif // LIGHT_CLEARCOAT_USED
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+#endif // !AMBIENT_LIGHT_DISABLED
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#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
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//radiance
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/// GI ///
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#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
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-
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+#ifndef AMBIENT_LIGHT_DISABLED
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#ifdef USE_LIGHTMAP
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//lightmap
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@@ -1698,9 +1701,6 @@ void fragment_shader(in SceneData scene_data) {
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//finalize ambient light here
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{
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-#if defined(AMBIENT_LIGHT_DISABLED)
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- ambient_light = vec3(0.0, 0.0, 0.0);
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-#else
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ambient_light *= albedo.rgb;
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ambient_light *= ao;
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@@ -1713,15 +1713,14 @@ void fragment_shader(in SceneData scene_data) {
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ambient_light *= 1.0 - ssil.a;
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ambient_light += ssil.rgb * albedo.rgb;
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}
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-#endif // AMBIENT_LIGHT_DISABLED
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}
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-
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+#endif // AMBIENT_LIGHT_DISABLED
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// convert ao to direct light ao
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ao = mix(1.0, ao, ao_light_affect);
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//this saves some VGPRs
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vec3 f0 = F0(metallic, specular, albedo);
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-
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+#ifndef AMBIENT_LIGHT_DISABLED
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{
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#if defined(DIFFUSE_TOON)
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//simplify for toon, as
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@@ -1743,6 +1742,7 @@ void fragment_shader(in SceneData scene_data) {
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#endif
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}
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+#endif // !AMBIENT_LIGHT_DISABLED
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#endif //GI !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
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#if !defined(MODE_RENDER_DEPTH)
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