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@@ -121,8 +121,10 @@
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//
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//
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- vec3 irradiance(samplerCube inputTexture, vec3 N, vec2 filteringInfo) {
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- vec3 n = normalize(N);
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+ #define inline
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+ vec3 irradiance(samplerCube inputTexture, vec3 inputN, vec2 filteringInfo)
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+ {
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+ vec3 n = normalize(inputN);
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vec3 result = vec3(0.0);
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vec3 tangent = abs(n.z) < 0.999 ? vec3(0., 0., 1.) : vec3(1., 0., 0.);
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tangent = normalize(cross(tangent, n));
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@@ -168,8 +170,10 @@
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return result;
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}
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- vec3 radiance(float alphaG, samplerCube inputTexture, vec3 N, vec2 filteringInfo) {
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- vec3 n = normalize(N);
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+ #define inline
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+ vec3 radiance(float alphaG, samplerCube inputTexture, vec3 inputN, vec2 filteringInfo)
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+ {
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+ vec3 n = normalize(inputN);
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if (alphaG == 0.) {
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vec3 c = textureCube(inputTexture, n).rgb;
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