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@@ -2,38 +2,35 @@
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#if defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
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//No light calculation
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#else
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- #ifndef SPECULARTERM
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- vec3 vLightSpecular{X} = vec3(0.);
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- #endif
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#ifdef SPOTLIGHT{X}
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- info = computeSpotLighting(viewDirectionW, normalW, vLightData{X}, vLightDirection{X}, vLightDiffuse{X}.rgb, vLightSpecular{X}, vLightDiffuse{X}.a, glossiness);
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+ info = computeSpotLighting(viewDirectionW, normalW, light{X}.vLightData, light{X}.vLightDirection, light{X}.vLightDiffuse.rgb, light{X}.vLightSpecular, light{X}.vLightDiffuse.a, glossiness);
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#endif
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#ifdef HEMILIGHT{X}
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- info = computeHemisphericLighting(viewDirectionW, normalW, vLightData{X}, vLightDiffuse{X}.rgb, vLightSpecular{X}, vLightGround{X}, glossiness);
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+ info = computeHemisphericLighting(viewDirectionW, normalW, light{X}.vLightData, light{X}.vLightDiffuse.rgb, light{X}.vLightSpecular, light{X}.vLightGround, glossiness);
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#endif
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#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})
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- info = computeLighting(viewDirectionW, normalW, vLightData{X}, vLightDiffuse{X}.rgb, vLightSpecular{X}, vLightDiffuse{X}.a, glossiness);
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+ info = computeLighting(viewDirectionW, normalW, light{X}.vLightData, light{X}.vLightDiffuse.rgb, light{X}.vLightSpecular, light{X}.vLightDiffuse.a, glossiness);
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#endif
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#endif
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#ifdef SHADOW{X}
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#ifdef SHADOWESM{X}
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#if defined(POINTLIGHT{X})
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- shadow = computeShadowWithESMCube(vLightData{X}.xyz, shadowSampler{X}, shadowsInfo{X}.x, shadowsInfo{X}.z);
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+ shadow = computeShadowWithESMCube(light{X}.vLightData.xyz, shadowSampler{X}, light{X}.shadowsInfo.x, light{X}.shadowsInfo.z);
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#else
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- shadow = computeShadowWithESM(vPositionFromLight{X}, shadowSampler{X}, shadowsInfo{X}.x, shadowsInfo{X}.z);
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+ shadow = computeShadowWithESM(vPositionFromLight{X}, shadowSampler{X}, light{X}.shadowsInfo.x, light{X}.shadowsInfo.z);
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#endif
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#else
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#ifdef SHADOWPCF{X}
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#if defined(POINTLIGHT{X})
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- shadow = computeShadowWithPCFCube(vLightData{X}.xyz, shadowSampler{X}, shadowsInfo{X}.y, shadowsInfo{X}.x);
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+ shadow = computeShadowWithPCFCube(light{X}.vLightData.xyz, shadowSampler{X}, light{X}.shadowsInfo.y, light{X}.shadowsInfo.x);
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#else
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- shadow = computeShadowWithPCF(vPositionFromLight{X}, shadowSampler{X}, shadowsInfo{X}.y, shadowsInfo{X}.x);
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+ shadow = computeShadowWithPCF(vPositionFromLight{X}, shadowSampler{X}, light{X}.shadowsInfo.y, light{X}.shadowsInfo.x);
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#endif
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#else
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#if defined(POINTLIGHT{X})
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- shadow = computeShadowCube(vLightData{X}.xyz, shadowSampler{X}, shadowsInfo{X}.x);
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+ shadow = computeShadowCube(light{X}.vLightData.xyz, shadowSampler{X}, light{X}.shadowsInfo.x);
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#else
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- shadow = computeShadow(vPositionFromLight{X}, shadowSampler{X}, shadowsInfo{X}.x);
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+ shadow = computeShadow(vPositionFromLight{X}, shadowSampler{X}, light{X}.shadowsInfo.x);
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#endif
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#endif
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#endif
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