Folder structure cleanup
@@ -18,12 +18,11 @@ project.addLibrary("../../Libraries/iron");
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project.addLibrary("../../Libraries/zui");
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project.addLibrary("../../Libraries/zui");
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project.addLibrary("../../base");
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project.addLibrary("../../base");
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project.addShaders("../armorcore/Shaders/*.glsl", { embed: snapshot });
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project.addShaders("../armorcore/Shaders/*.glsl", { embed: snapshot });
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project.addShaders("../base/Shaders/common/*.glsl", { embed: snapshot });
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project.addShaders("../base/Shaders/*.glsl", { embed: snapshot });
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project.addShaders("../base/Shaders/shared/*.glsl", { embed: snapshot });
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project.addAssets("../base/Assets/*", { destination: "data/{name}", embed: snapshot });
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project.addAssets("../base/Assets/common/*", { destination: "data/{name}", embed: snapshot });
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if (!snapshot) {
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if (!snapshot) {
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project.addDefine("arm_noembed");
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project.addDefine("arm_noembed");
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project.addAssets("../base/Assets/common/extra/*", { destination: "data/{name}" });
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project.addAssets("../base/Assets/extra/*", { destination: "data/{name}" });
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}
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}
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project.addAssets("Assets/export_presets/*", { destination: "data/export_presets/{name}" });
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project.addAssets("Assets/export_presets/*", { destination: "data/export_presets/{name}" });
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project.addAssets("Assets/keymap_presets/*", { destination: "data/keymap_presets/{name}" });
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project.addAssets("Assets/keymap_presets/*", { destination: "data/keymap_presets/{name}" });
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@@ -20,12 +20,11 @@ project.addLibrary("../../Libraries/iron");
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project.addLibrary("../../Libraries/zui");
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project.addLibrary("../../Libraries/zui");
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project.addLibrary("../../base");
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project.addLibrary("../../base");
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project.addShaders("../armorcore/Shaders/*.glsl", { embed: snapshot });
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project.addShaders("../armorcore/Shaders/*.glsl", { embed: snapshot });
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project.addShaders("../base/Shaders/common/*.glsl", { embed: snapshot });
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project.addShaders("../base/Shaders/*.glsl", { embed: snapshot });
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project.addShaders("../base/Shaders/shared/*.glsl", { embed: snapshot });
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project.addAssets("../base/Assets/*", { destination: "data/{name}", embed: snapshot });
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project.addAssets("../base/Assets/common/*", { destination: "data/{name}", embed: snapshot });
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if (!snapshot) {
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if (!snapshot) {
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project.addDefine("arm_noembed");
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project.addDefine("arm_noembed");
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project.addAssets("../base/Assets/common/extra/*", { destination: "data/{name}" });
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project.addAssets("../base/Assets/extra/*", { destination: "data/{name}" });
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}
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}
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project.addAssets("Assets/export_presets/*", { destination: "data/export_presets/{name}" });
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project.addAssets("Assets/export_presets/*", { destination: "data/export_presets/{name}" });
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project.addAssets("Assets/keymap_presets/*", { destination: "data/keymap_presets/{name}" });
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project.addAssets("Assets/keymap_presets/*", { destination: "data/keymap_presets/{name}" });
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Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
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Before Width: | Height: | Size: 36 KiB After Width: | Height: | Size: 36 KiB |
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Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
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Before Width: | Height: | Size: 5.5 KiB After Width: | Height: | Size: 5.5 KiB |
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Before Width: | Height: | Size: 66 KiB After Width: | Height: | Size: 66 KiB |
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Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 22 KiB |
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Before Width: | Height: | Size: 313 B After Width: | Height: | Size: 313 B |
@@ -1,3 +0,0 @@
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#version 450
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#include "../std/deferred_light.glsl"
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@@ -1,4 +0,0 @@
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#version 450
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#define _Voxel
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#include "../std/deferred_light.glsl"
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@@ -0,0 +1,3 @@
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#version 450
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#include "std/deferred_light.glsl"
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@@ -0,0 +1,4 @@
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#version 450
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#define _Voxel
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#include "std/deferred_light.glsl"
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@@ -1,6 +1,6 @@
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#version 450
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#version 450
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#include "../std/gbuffer.glsl"
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#include "std/gbuffer.glsl"
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in vec2 texCoord;
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in vec2 texCoord;
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in vec3 wnormal;
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in vec3 wnormal;
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@@ -1,6 +1,6 @@
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#version 450
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#version 450
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#include "../std/gbuffer.glsl"
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#include "std/gbuffer.glsl"
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer0;
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@@ -1,7 +1,7 @@
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#version 450
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#version 450
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#include "../std/math.glsl"
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#include "std/math.glsl"
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#include "../std/gbuffer.glsl"
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#include "std/gbuffer.glsl"
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uniform sampler2D gbufferD;
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0; // Normal
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uniform sampler2D gbuffer0; // Normal
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@@ -1,6 +1,6 @@
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#version 450
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#version 450
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#include "../std/gbuffer.glsl"
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#include "std/gbuffer.glsl"
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform sampler2D gbuffer0; // Roughness
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uniform sampler2D gbuffer0; // Roughness
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@@ -1,7 +1,7 @@
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#version 450
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#version 450
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#include "../std/math.glsl"
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#include "std/math.glsl"
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#include "../std/gbuffer.glsl"
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#include "std/gbuffer.glsl"
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform sampler2D gbufferD;
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uniform sampler2D gbufferD;
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@@ -2,11 +2,11 @@
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#ifndef _DEFERRED_LIGHT_GLSL_
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#ifndef _DEFERRED_LIGHT_GLSL_
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#define _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/gbuffer.glsl"
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#include "../std/light.glsl"
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#include "std/light.glsl"
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#include "../std/shirr.glsl"
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#include "std/shirr.glsl"
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#ifdef _Voxel
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#ifdef _Voxel
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#include "../std/conetrace.glsl"
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#include "std/conetrace.glsl"
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#endif
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#endif
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uniform sampler2D gbufferD;
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uniform sampler2D gbufferD;
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@@ -2,11 +2,11 @@
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#ifndef _LIGHT_GLSL_
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#ifndef _LIGHT_GLSL_
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#define _LIGHT_GLSL_
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#define _LIGHT_GLSL_
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#include "../std/brdf.glsl"
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#include "std/brdf.glsl"
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#include "../std/math.glsl"
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#include "std/math.glsl"
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#include "../std/ltc.glsl"
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#include "std/ltc.glsl"
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#ifdef _Voxel
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#ifdef _Voxel
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#include "../std/conetrace.glsl"
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#include "std/conetrace.glsl"
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#endif
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#endif
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uniform vec3 lightArea0;
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uniform vec3 lightArea0;
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@@ -1,7 +1,7 @@
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#version 450
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#version 450
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#extension GL_ARB_shader_image_load_store : enable
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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/conetrace.glsl"
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uniform layout(r8) writeonly image3D voxels;
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uniform layout(r8) writeonly image3D voxels;
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@@ -1,6 +1,6 @@
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#version 450
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#version 450
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#include "../std/conetrace.glsl"
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#include "std/conetrace.glsl"
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uniform mat4 W;
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uniform mat4 W;
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@@ -1,6 +1,6 @@
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#version 450
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#version 450
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#include "../std/math.glsl"
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#include "std/math.glsl"
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uniform sampler2D envmap;
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uniform sampler2D envmap;
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uniform vec4 envmapDataWorld; // angle, sin(angle), cos(angle), strength
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uniform vec4 envmapDataWorld; // angle, sin(angle), cos(angle), strength
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