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@@ -1,8 +0,0 @@
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#version 450
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in vec4 pos;
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in vec2 nor;
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out vec3 voxpositionGeom;
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uniform mat4 W;
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void main() {
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voxpositionGeom = vec3(W * vec4(pos.xyz, 1.0)) / voxelgiHalfExtents;
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}
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@@ -1,11 +1,9 @@
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#version 450
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#extension GL_ARB_shader_image_load_store : enable
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#include "../std/conetrace.glsl"
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#include "../std/math.glsl"
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#include "../std/imageatomic.glsl"
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in vec3 voxposition;
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uniform layout(r8) writeonly image3D voxels;
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void main() {
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if (abs(voxposition.z) > 1.0 || abs(voxposition.x) > 1 || abs(voxposition.y) > 1) return;
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if (abs(voxposition.z) > 1.0 || abs(voxposition.x) > 1.0 || abs(voxposition.y) > 1.0) return;
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imageStore(voxels, ivec3(voxelgiResolution * (voxposition * 0.5 + 0.5)), vec4(1.0));
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}
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@@ -1,9 +0,0 @@
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uniform float4x4 W;
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struct SPIRV_Cross_Input { float4 pos : TEXCOORD0; };
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struct SPIRV_Cross_Output { float4 svpos : SV_POSITION; };
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) {
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SPIRV_Cross_Output stage_output;
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stage_output.svpos.xyz = mul(float4(stage_input.pos.xyz, 1.0), W).xyz / float3(1, 1, 1);
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stage_output.svpos.w = 1.0;
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return stage_output;
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}
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