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@@ -13,7 +13,6 @@ backGeometry.viewDir = geometry.viewDir;
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vLightFront = vec3( 0.0 );
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vIndirectFront = vec3( 0.0 );
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-
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#ifdef DOUBLE_SIDED
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vLightBack = vec3( 0.0 );
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vIndirectBack = vec3( 0.0 );
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@@ -23,6 +22,18 @@ IncidentLight directLight;
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float dotNL;
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vec3 directLightColor_Diffuse;
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+vIndirectFront += getAmbientLightIrradiance( ambientLightColor );
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+
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+vIndirectFront += getLightProbeIrradiance( lightProbe, geometry );
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+
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+#ifdef DOUBLE_SIDED
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+
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+ vIndirectBack += getAmbientLightIrradiance( ambientLightColor );
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+
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+ vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );
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+
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+#endif
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+
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#if NUM_POINT_LIGHTS > 0
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#pragma unroll_loop_start
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