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@@ -25,9 +25,7 @@ ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 )
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for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
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for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
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- IncidentLight directLight;
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-
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- getPointDirectLight( pointLights[ i ], geometry, directLight );
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+ IncidentLight directLight = getPointDirectLight( pointLights[ i ], geometry );
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BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
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BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
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//BRDF_OrenNayar( directLight, geometry, diffuse, 0.5, directReflectedLight );
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//BRDF_OrenNayar( directLight, geometry, diffuse, 0.5, directReflectedLight );
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@@ -42,9 +40,7 @@ ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 )
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for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
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for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
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- IncidentLight directLight;
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-
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- getSpotDirectLight( spotLights[ i ], geometry, directLight );
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+ IncidentLight directLight = getSpotDirectLight( spotLights[ i ], geometry );
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BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
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BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
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//BRDF_OrenNayar( directLight, geometry, diffuse, 0.5, directReflectedLight );
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//BRDF_OrenNayar( directLight, geometry, diffuse, 0.5, directReflectedLight );
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@@ -59,9 +55,7 @@ ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 )
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for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
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for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
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- IncidentLight directLight;
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-
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- getDirectionalDirectLight( directionalLights[ i ], geometry, directLight );
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+ IncidentLight directLight = getDirectionalDirectLight( directionalLights[ i ], geometry );
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BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
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BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
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//BRDF_OrenNayar( directLight, geometry, diffuse, 0.5, directReflectedLight );
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//BRDF_OrenNayar( directLight, geometry, diffuse, 0.5, directReflectedLight );
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@@ -76,9 +70,7 @@ ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 )
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for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
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for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
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- IncidentLight indirectLight;
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-
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- getHemisphereIndirectLight( hemisphereLights[ i ], geometry, indirectLight );
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+ IncidentLight indirectLight = getHemisphereIndirectLight( hemisphereLights[ i ], geometry );
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BRDF_Lambert( indirectLight, geometry, diffuse, indirectReflectedLight );
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BRDF_Lambert( indirectLight, geometry, diffuse, indirectReflectedLight );
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//BRDF_OrenNayar( indirectLight, geometry, diffuse, 0.5, indirectReflectedLight );
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//BRDF_OrenNayar( indirectLight, geometry, diffuse, 0.5, indirectReflectedLight );
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