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@@ -30,8 +30,12 @@ uniform vec4 vLightDiffuse0;
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uniform vec3 vLightSpecular0;
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#endif
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#ifdef SHADOW0
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+#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
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varying vec4 vPositionFromLight0;
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uniform sampler2D shadowSampler0;
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+#else
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+uniform samplerCube shadowSampler0;
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+#endif
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uniform vec3 shadowsInfo0;
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#endif
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#ifdef SPOTLIGHT0
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@@ -49,8 +53,12 @@ uniform vec4 vLightDiffuse1;
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uniform vec3 vLightSpecular1;
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#endif
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#ifdef SHADOW1
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+#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
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varying vec4 vPositionFromLight1;
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uniform sampler2D shadowSampler1;
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+#else
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+uniform samplerCube shadowSampler1;
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+#endif
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uniform vec3 shadowsInfo1;
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#endif
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#ifdef SPOTLIGHT1
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@@ -68,8 +76,12 @@ uniform vec4 vLightDiffuse2;
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uniform vec3 vLightSpecular2;
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#endif
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#ifdef SHADOW2
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+#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
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varying vec4 vPositionFromLight2;
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uniform sampler2D shadowSampler2;
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+#else
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+uniform samplerCube shadowSampler2;
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+#endif
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uniform vec3 shadowsInfo2;
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#endif
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#ifdef SPOTLIGHT2
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@@ -87,8 +99,12 @@ uniform vec4 vLightDiffuse3;
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uniform vec3 vLightSpecular3;
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#endif
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#ifdef SHADOW3
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+#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
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varying vec4 vPositionFromLight3;
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uniform sampler2D shadowSampler3;
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+#else
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+uniform samplerCube shadowSampler3;
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+#endif
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uniform vec3 shadowsInfo3;
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#endif
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#ifdef SPOTLIGHT3
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@@ -252,11 +268,55 @@ float unpack(vec4 color)
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return dot(color, bit_shift);
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}
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-float unpackHalf(vec2 color)
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+#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)
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+float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
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{
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- return color.x + (color.y / 255.0);
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+ vec3 directionToLight = vPositionW - lightPosition;
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+ float depth = length(directionToLight);
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+
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+ depth = clamp(depth, 0., 1.);
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+
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+ directionToLight.y = 1.0 - directionToLight.y;
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+
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+ float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;
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+
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+ if (depth > shadow)
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+ {
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+ return darkness;
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+ }
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+ return 1.0;
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}
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+float computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness)
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+{
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+ vec3 directionToLight = vPositionW - lightPosition;
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+ float depth = length(directionToLight);
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+
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+ depth = clamp(depth, 0., 1.);
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+
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+ directionToLight.y = 1.0 - directionToLight.y;
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+
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+ float visibility = 1.;
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+
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+ vec3 poissonDisk[4];
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+ poissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);
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+ poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);
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+ poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);
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+ poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);
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+
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+ // Poisson Sampling
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+ float biasedDepth = depth - bias;
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+
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;
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+ if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;
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+
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+ return min(1.0, visibility + darkness);
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+}
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+#endif
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+
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+#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
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float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
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{
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vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
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@@ -308,6 +368,11 @@ float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, flo
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}
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// Thanks to http://devmaster.net/
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+float unpackHalf(vec2 color)
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+{
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+ return color.x + (color.y / 255.0);
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+}
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+
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float linstep(float low, float high, float v) {
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return clamp((v - low) / (high - low), 0.0, 1.0);
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}
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@@ -339,6 +404,7 @@ float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, flo
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return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
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}
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#endif
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+#endif
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// Bump
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#ifdef BUMP
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@@ -605,7 +671,7 @@ void main(void) {
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#ifdef HEMILIGHT0
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lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness);
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#endif
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-#ifdef POINTDIRLIGHT0
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+#if defined(POINTLIGHT0) || defined(DIRLIGHT0)
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lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);
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#endif
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#ifdef SHADOW0
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@@ -613,9 +679,17 @@ void main(void) {
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shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
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#else
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#ifdef SHADOWPCF0
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+ #if defined(POINTLIGHT0)
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+ shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
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+ #else
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shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
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+ #endif
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#else
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+ #if defined(POINTLIGHT0)
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+ shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
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+ #else
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shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
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+ #endif
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#endif
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#endif
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#else
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@@ -637,7 +711,7 @@ void main(void) {
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#ifdef HEMILIGHT1
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info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, glossiness);
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#endif
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-#ifdef POINTDIRLIGHT1
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+#if defined(POINTLIGHT1) || defined(DIRLIGHT1)
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info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);
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#endif
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#ifdef SHADOW1
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@@ -645,9 +719,17 @@ void main(void) {
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shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
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#else
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#ifdef SHADOWPCF1
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+#if defined(POINTLIGHT1)
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+ shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
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+#else
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shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
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+#endif
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#else
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+ #if defined(POINTLIGHT1)
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+ shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
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+ #else
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shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
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+ #endif
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#endif
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#endif
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#else
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@@ -669,7 +751,7 @@ void main(void) {
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#ifdef HEMILIGHT2
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info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness);
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#endif
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-#ifdef POINTDIRLIGHT2
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+#if defined(POINTLIGHT2) || defined(DIRLIGHT2)
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info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);
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#endif
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#ifdef SHADOW2
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@@ -677,9 +759,17 @@ void main(void) {
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shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
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#else
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#ifdef SHADOWPCF2
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+#if defined(POINTLIGHT2)
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+ shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
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+#else
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shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
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+#endif
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#else
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+ #if defined(POINTLIGHT2)
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+ shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
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+ #else
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shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
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+ #endif
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#endif
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#endif
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#else
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@@ -701,7 +791,7 @@ void main(void) {
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#ifdef HEMILIGHT3
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info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness);
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#endif
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-#ifdef POINTDIRLIGHT3
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+#if defined(POINTLIGHT3) || defined(DIRLIGHT3)
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info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);
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#endif
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#ifdef SHADOW3
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@@ -709,9 +799,17 @@ void main(void) {
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shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
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#else
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#ifdef SHADOWPCF3
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- shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
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+#if defined(POINTLIGHT3)
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+ shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
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+#else
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+ shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
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+#endif
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#else
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- shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
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+ #if defined(POINTLIGHT3)
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+ shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
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+ #else
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+ shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
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+ #endif
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#endif
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#endif
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#else
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