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@@ -236,7 +236,7 @@
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Math_lengthAndNormalize(light.vector,dist,L);
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Math_lengthAndNormalize(light.vector,dist,L);
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float invRange=light.invRadius; // position.w
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float invRange=light.invRadius; // position.w
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- const float light_threshold=0.01;
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+ const float light_threshold = 0.01;
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#ifdef SRGB
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#ifdef SRGB
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light.fallOff = (1.0 - invRange * dist) / (1.0 + invRange * dist * dist); // lightDir.w
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light.fallOff = (1.0 - invRange * dist) / (1.0 + invRange * dist * dist); // lightDir.w
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@@ -607,7 +607,7 @@
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#endfor
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#endfor
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#if NB_PROBES > 1
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#if NB_PROBES > 1
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- float probeWeightSum= 0.0;
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+ float probeWeightSum = 0.0;
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#for i=1..4 ( #if NB_PROBES >= $i $0 #endif )
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#for i=1..4 ( #if NB_PROBES >= $i $0 #endif )
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float probeWeight$i = ((1.0 - (probeNdf$i / probeNdfSum)) / (NB_PROBES - 1)) * ( probeInvNdf$i / invProbeNdfSum);
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float probeWeight$i = ((1.0 - (probeNdf$i / probeNdfSum)) / (NB_PROBES - 1)) * ( probeInvNdf$i / invProbeNdfSum);
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probeWeightSum += probeWeight$i;
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probeWeightSum += probeWeight$i;
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