Differential D16243 Diff 58431 source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
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source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
| #pragma BLENDER_REQUIRE(random_lib.glsl) | #pragma BLENDER_REQUIRE(random_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl) | #pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) | #pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(irradiance_lib.glsl) | #pragma BLENDER_REQUIRE(irradiance_lib.glsl) | ||||
| uniform samplerCube probeHdr; | |||||
| uniform int probeSize; | |||||
| uniform float lodFactor; | |||||
| uniform float lodMax; | |||||
| uniform float intensityFac; | |||||
| uniform float sampleCount; | |||||
| in vec3 worldPosition; | |||||
| out vec4 FragColor; | |||||
| #define M_4PI 12.5663706143591729 | #define M_4PI 12.5663706143591729 | ||||
| const mat3 CUBE_ROTATIONS[6] = mat3[]( | const mat3 CUBE_ROTATIONS[6] = mat3[]( | ||||
| mat3(vec3(0.0, 0.0, -1.0), vec3(0.0, -1.0, 0.0), vec3(-1.0, 0.0, 0.0)), | mat3(vec3(0.0, 0.0, -1.0), vec3(0.0, -1.0, 0.0), vec3(-1.0, 0.0, 0.0)), | ||||
| mat3(vec3(0.0, 0.0, 1.0), vec3(0.0, -1.0, 0.0), vec3(1.0, 0.0, 0.0)), | mat3(vec3(0.0, 0.0, 1.0), vec3(0.0, -1.0, 0.0), vec3(1.0, 0.0, 0.0)), | ||||
| mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, -1.0, 0.0)), | mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, -1.0, 0.0)), | ||||
| mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, -1.0), vec3(0.0, 1.0, 0.0)), | mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, -1.0), vec3(0.0, 1.0, 0.0)), | ||||
| mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, -1.0)), | mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, -1.0)), | ||||
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