Pass irradiance uniform as argument
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@@ -1,6 +1,5 @@
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uniform vec4 shirr[7];
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vec3 shIrradiance(const vec3 nor) {
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vec3 shIrradiance(const vec3 nor, const vec4 shirr[7]) {
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const float c1 = 0.429043;
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const float c2 = 0.511664;
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const float c3 = 0.743125;
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