Update shaders
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@@ -1,14 +1,4 @@
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#ifndef _DEFERRED_LIGHT_GLSL_
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#define _DEFERRED_LIGHT_GLSL_
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#include "std/gbuffer.glsl"
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#include "std/light.glsl"
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#include "std/shirr.glsl"
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#ifdef _Voxel
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#include "std/conetrace.glsl"
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#endif
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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@@ -31,6 +21,13 @@ uniform vec3 eye_look;
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uniform vec3 point_pos;
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uniform vec3 point_col;
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#include "gbuffer.glsl"
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#include "light.glsl"
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#include "shirr.glsl"
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#ifdef _Voxel
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#include "conetrace.glsl"
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#endif
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in vec2 tex_coord;
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in vec3 view_ray;
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out vec4 frag_color;
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@@ -86,7 +83,7 @@ void main() {
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if (matid == 1) { // Emission
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frag_color.rgb += g1.rgb; // materialid
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albedo = vec3(0.0);
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albedo = vec3(0.0, 0.0, 0.0);
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}
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frag_color.rgb += sample_light(p, n, v, dotnv, point_pos, point_col, albedo, roughness, f0, occ
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@@ -96,5 +93,3 @@ void main() {
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);
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frag_color.a = 1.0; // Mark as opaque
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}
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#endif
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