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@@ -1259,7 +1259,7 @@ float SchlickFresnel(float u) {
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return m2 * m2 * m; // pow(m,5)
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}
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-void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, float roughness, float metallic, float specular_amount, vec3 albedo, inout float alpha,
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+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, float roughness, float metallic, float specular_amount, vec3 albedo, inout float alpha, vec2 screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight,
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#endif
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@@ -1423,7 +1423,7 @@ float get_omni_spot_attenuation(float distance, float inv_range, float decay) {
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}
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#if !defined(DISABLE_LIGHT_OMNI) || defined(ADDITIVE_OMNI)
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-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
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+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight,
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#endif
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@@ -1450,7 +1450,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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omni_attenuation *= shadow;
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- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha,
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+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha, screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -1469,7 +1469,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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#endif // !DISABLE_LIGHT_OMNI
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#if !defined(DISABLE_LIGHT_SPOT) || defined(ADDITIVE_SPOT)
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-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
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+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight,
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#endif
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@@ -1506,7 +1506,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
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spot_attenuation *= shadow;
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- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha,
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+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha, screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -2114,7 +2114,7 @@ void main() {
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continue;
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}
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#endif
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- light_compute(normal, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].size, directional_lights[i].color * directional_lights[i].energy, true, 1.0, f0, roughness, metallic, 1.0, albedo, alpha,
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+ light_compute(normal, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].size, directional_lights[i].color * directional_lights[i].energy, true, 1.0, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -2143,7 +2143,7 @@ void main() {
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continue;
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}
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#endif
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- light_process_omni(omni_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha,
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+ light_process_omni(omni_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -2171,7 +2171,7 @@ void main() {
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continue;
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}
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#endif
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- light_process_spot(spot_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha,
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+ light_process_spot(spot_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -2389,7 +2389,7 @@ void main() {
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#endif // SHADOWS_DISABLED
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#ifndef USE_VERTEX_LIGHTING
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- light_compute(normal, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].size, directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, directional_shadow, f0, roughness, metallic, 1.0, albedo, alpha,
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+ light_compute(normal, normalize(directional_lights[directional_shadow_index].direction), normalize(view), directional_lights[directional_shadow_index].size, directional_lights[directional_shadow_index].color * directional_lights[directional_shadow_index].energy, true, directional_shadow, f0, roughness, metallic, 1.0, albedo, alpha, screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -2421,7 +2421,7 @@ void main() {
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#endif // SHADOWS_DISABLED
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#ifndef USE_VERTEX_LIGHTING
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- light_process_omni(omni_light_index, vertex, view, normal, f0, roughness, metallic, omni_shadow, albedo, alpha,
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+ light_process_omni(omni_light_index, vertex, view, normal, f0, roughness, metallic, omni_shadow, albedo, alpha, screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -2451,7 +2451,7 @@ void main() {
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#endif // SHADOWS_DISABLED
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#ifndef USE_VERTEX_LIGHTING
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- light_process_spot(spot_light_index, vertex, view, normal, f0, roughness, metallic, spot_shadow, albedo, alpha,
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+ light_process_spot(spot_light_index, vertex, view, normal, f0, roughness, metallic, spot_shadow, albedo, alpha, screen_uv,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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