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@@ -113,7 +113,7 @@ void main()
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vec2 ndc = UV_TO_NDC(in_uv);
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// Get frag pos in view space
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- vec4 fragPos4 = u_lightingUniforms.invProjMat * vec4(ndc, UV_TO_NDC(depth), 1.0);
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+ vec4 fragPos4 = u_invProjMat * vec4(ndc, UV_TO_NDC(depth), 1.0);
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vec3 fragPos = fragPos4.xyz / fragPos4.w;
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vec3 viewDir = normalize(-fragPos);
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@@ -121,12 +121,12 @@ void main()
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vec3 worldPos;
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vec2 oldUv;
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{
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- vec4 worldPos4 = u_lightingUniforms.invViewProjMat * vec4(ndc, UV_TO_NDC(depth), 1.0);
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+ vec4 worldPos4 = u_invViewProjMat * vec4(ndc, UV_TO_NDC(depth), 1.0);
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worldPos4 = worldPos4 / worldPos4.w;
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worldPos = worldPos4.xyz;
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// Project to get old ndc
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- vec4 oldNdc4 = u_lightingUniforms.prevViewProjMat * vec4(worldPos, 1.0);
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+ vec4 oldNdc4 = u_prevViewProjMat * vec4(worldPos, 1.0);
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vec2 oldNdc = oldNdc4.xy / oldNdc4.w;
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oldUv = NDC_TO_UV(oldNdc);
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@@ -191,11 +191,8 @@ void main()
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float shadowmapLayerIdx = light.diffuseColorShadowmapId.w;
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if(light.diffuseColorShadowmapId.w >= 0.0)
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{
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- float shadow = computeShadowFactorOmni(frag2Light,
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- shadowmapLayerIdx,
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- light.specularColorRadius.w,
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- u_lightingUniforms.invViewRotation,
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- u_omniMapArr);
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+ float shadow = computeShadowFactorOmni(
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+ frag2Light, shadowmapLayerIdx, light.specularColorRadius.w, u_invViewRotation, u_omniMapArr);
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lambert *= shadow;
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}
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@@ -226,8 +223,8 @@ void main()
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#if INDIRECT_ENABLED
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vec3 eye = -viewDir;
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- vec3 worldEye = u_lightingUniforms.invViewRotation * eye;
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- vec3 worldNormal = u_lightingUniforms.invViewRotation * normal;
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+ vec3 worldEye = u_invViewRotation * eye;
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+ vec3 worldNormal = u_invViewRotation * normal;
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vec3 worldR = reflect(worldEye, worldNormal);
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float reflLod = float(IR_MIPMAP_COUNT) * roughness;
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