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@@ -672,7 +672,7 @@ LIGHT_SHADER_CODE
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diffuse+= light_color * diffuse_color * lightScatter * viewScatter * energyFactor;
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diffuse+= light_color * diffuse_color * lightScatter * viewScatter * energyFactor;
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}
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}
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#else
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#else
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-
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+ //lambert
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diffuse += dotNL * light_color * diffuse_color;
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diffuse += dotNL * light_color * diffuse_color;
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#endif
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#endif
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@@ -1020,7 +1020,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
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#ifdef USE_GI_PROBES
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#ifdef USE_GI_PROBES
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-uniform mediump sampler3D gi_probe1; //texunit:-11
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+uniform mediump sampler3D gi_probe1; //texunit:-10
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uniform highp mat4 gi_probe_xform1;
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uniform highp mat4 gi_probe_xform1;
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uniform highp vec3 gi_probe_bounds1;
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uniform highp vec3 gi_probe_bounds1;
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uniform highp vec3 gi_probe_cell_size1;
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uniform highp vec3 gi_probe_cell_size1;
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@@ -1028,7 +1028,7 @@ uniform highp float gi_probe_multiplier1;
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uniform highp float gi_probe_bias1;
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uniform highp float gi_probe_bias1;
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uniform bool gi_probe_blend_ambient1;
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uniform bool gi_probe_blend_ambient1;
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-uniform mediump sampler3D gi_probe2; //texunit:-10
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+uniform mediump sampler3D gi_probe2; //texunit:-11
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uniform highp mat4 gi_probe_xform2;
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uniform highp mat4 gi_probe_xform2;
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uniform highp vec3 gi_probe_bounds2;
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uniform highp vec3 gi_probe_bounds2;
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uniform highp vec3 gi_probe_cell_size2;
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uniform highp vec3 gi_probe_cell_size2;
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@@ -1345,7 +1345,7 @@ FRAGMENT_SHADER_CODE
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{ //read radiance from dual paraboloid
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{ //read radiance from dual paraboloid
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vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
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vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
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- ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz);
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+ ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz);
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vec3 radiance = textureDualParabolod(radiance_map,ref_vec,lod) * bg_energy;
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vec3 radiance = textureDualParabolod(radiance_map,ref_vec,lod) * bg_energy;
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specular_light = radiance;
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specular_light = radiance;
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