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@@ -35,7 +35,7 @@ IncidentLight directLight;
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PointLightShadow pointLightShadow;
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#endif
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- #unroll_loop_start
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+ #pragma unroll_loop_start
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for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
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pointLight = pointLights[ i ];
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@@ -50,7 +50,7 @@ IncidentLight directLight;
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RE_Direct( directLight, geometry, material, reflectedLight );
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}
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- #unroll_loop_end
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+ #pragma unroll_loop_end
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#endif
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@@ -61,7 +61,7 @@ IncidentLight directLight;
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SpotLightShadow spotLightShadow;
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#endif
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- #unroll_loop_start
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+ #pragma unroll_loop_start
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for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
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spotLight = spotLights[ i ];
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@@ -76,7 +76,7 @@ IncidentLight directLight;
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RE_Direct( directLight, geometry, material, reflectedLight );
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}
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- #unroll_loop_end
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+ #pragma unroll_loop_end
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#endif
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@@ -87,7 +87,7 @@ IncidentLight directLight;
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DirectionalLightShadow directionalLightShadow;
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#endif
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- #unroll_loop_start
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+ #pragma unroll_loop_start
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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directionalLight = directionalLights[ i ];
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@@ -102,7 +102,7 @@ IncidentLight directLight;
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RE_Direct( directLight, geometry, material, reflectedLight );
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}
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- #unroll_loop_end
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+ #pragma unroll_loop_end
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#endif
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@@ -110,14 +110,14 @@ IncidentLight directLight;
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RectAreaLight rectAreaLight;
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- #unroll_loop_start
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+ #pragma unroll_loop_start
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for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
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rectAreaLight = rectAreaLights[ i ];
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RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
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}
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- #unroll_loop_end
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+ #pragma unroll_loop_end
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#endif
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@@ -131,13 +131,13 @@ IncidentLight directLight;
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#if ( NUM_HEMI_LIGHTS > 0 )
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- #unroll_loop_start
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+ #pragma unroll_loop_start
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for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
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irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
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}
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- #unroll_loop_end
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+ #pragma unroll_loop_end
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#endif
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